V2 llmath merge
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@@ -678,32 +678,6 @@ LLVector4 operator*(const LLMatrix4 &a, const LLVector4 &b)
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}
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*/
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// Operates "to the left" on row-vector a
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//
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// This used to be in the header file but was not actually inlined in practice.
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// When avatar vertex programs are off, this function is a hot spot in profiles
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// due to software skinning in LLViewerJointMesh::updateGeometry(). JC
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LLVector3 operator*(const LLVector3 &a, const LLMatrix4 &b)
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{
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// This is better than making a temporary LLVector3. This eliminates an
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// unnecessary LLVector3() constructor and also helps the compiler to
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// realize that the output floats do not alias the input floats, hence
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// eliminating redundant loads of a.mV[0], etc. JC
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return LLVector3(a.mV[VX] * b.mMatrix[VX][VX] +
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a.mV[VY] * b.mMatrix[VY][VX] +
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a.mV[VZ] * b.mMatrix[VZ][VX] +
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b.mMatrix[VW][VX],
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a.mV[VX] * b.mMatrix[VX][VY] +
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a.mV[VY] * b.mMatrix[VY][VY] +
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a.mV[VZ] * b.mMatrix[VZ][VY] +
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b.mMatrix[VW][VY],
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a.mV[VX] * b.mMatrix[VX][VZ] +
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a.mV[VY] * b.mMatrix[VY][VZ] +
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a.mV[VZ] * b.mMatrix[VZ][VZ] +
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b.mMatrix[VW][VZ]);
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}
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LLVector4 operator*(const LLVector4 &a, const LLMatrix4 &b)
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{
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