Use LLStaticHashedString for faster uniform lookup.
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@@ -60,6 +60,9 @@
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#define LL_MAX_INDICES_COUNT 1000000
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static LLStaticHashedString sTextureIndexIn("texture_index_in");
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static LLStaticHashedString sColorIn("color_in");
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BOOL LLFace::sSafeRenderSelect = TRUE; // FALSE
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#define DOTVEC(a,b) (a.mV[0]*b.mV[0] + a.mV[1]*b.mV[1] + a.mV[2]*b.mV[2])
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@@ -1414,7 +1417,7 @@ BOOL LLFace::getGeometryVolume(const LLVolume& volume,
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vp[2] = 0;
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vp[3] = 0;
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gTransformPositionProgram.uniform1i("texture_index_in", val);
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gTransformPositionProgram.uniform1i(sTextureIndexIn, val);
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glBeginTransformFeedback(GL_POINTS);
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buff->setBuffer(LLVertexBuffer::MAP_VERTEX);
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@@ -1432,7 +1435,7 @@ BOOL LLFace::getGeometryVolume(const LLVolume& volume,
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S32 val = *((S32*) color.mV);
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gTransformColorProgram.uniform1i("color_in", val);
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gTransformColorProgram.uniform1i(sColorIn, val);
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glBeginTransformFeedback(GL_POINTS);
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buff->setBuffer(LLVertexBuffer::MAP_VERTEX);
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push_for_transform(buff, vf.mNumVertices, mGeomCount);
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@@ -1453,7 +1456,7 @@ BOOL LLFace::getGeometryVolume(const LLVolume& volume,
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(glow << 16) |
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(glow << 24);
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gTransformColorProgram.uniform1i("color_in", glow32);
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gTransformColorProgram.uniform1i(sColorIn, glow32);
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glBeginTransformFeedback(GL_POINTS);
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buff->setBuffer(LLVertexBuffer::MAP_VERTEX);
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push_for_transform(buff, vf.mNumVertices, mGeomCount);
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