Manually vectorized some of the UI vertex operations.
This commit is contained in:
@@ -1480,9 +1480,8 @@ void LLRender::translateUI(F32 x, F32 y, F32 z)
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llerrs << "Need to push a UI translation frame before offsetting" << llendl;
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}
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mUIOffset.back().mV[0] += x;
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mUIOffset.back().mV[1] += y;
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mUIOffset.back().mV[2] += z;
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LLVector4a add(x,y,x);
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mUIOffset.back()->add(add);
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}
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void LLRender::scaleUI(F32 x, F32 y, F32 z)
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@@ -1492,27 +1491,28 @@ void LLRender::scaleUI(F32 x, F32 y, F32 z)
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llerrs << "Need to push a UI transformation frame before scaling." << llendl;
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}
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mUIScale.back().scaleVec(LLVector3(x,y,z));
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LLVector4a scale(x,y,z);
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mUIScale.back()->mul(scale);
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}
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void LLRender::pushUIMatrix()
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{
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if (mUIOffset.empty())
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{
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mUIOffset.push_back(LLVector3(0,0,0));
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mUIOffset.push_back(new LLVector4a(0.f));
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}
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else
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{
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mUIOffset.push_back(mUIOffset.back());
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mUIOffset.push_back(new LLVector4a(*mUIOffset.back()));
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}
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if (mUIScale.empty())
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{
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mUIScale.push_back(LLVector3(1,1,1));
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mUIScale.push_back(new LLVector4a(1.f));
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}
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else
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{
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mUIScale.push_back(mUIScale.back());
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mUIScale.push_back(new LLVector4a(*mUIScale.back()));
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}
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}
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@@ -1522,7 +1522,9 @@ void LLRender::popUIMatrix()
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{
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llerrs << "UI offset stack blown." << llendl;
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}
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delete mUIOffset.back();
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mUIOffset.pop_back();
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delete mUIScale.back();
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mUIScale.pop_back();
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}
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@@ -1532,7 +1534,7 @@ LLVector3 LLRender::getUITranslation()
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{
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return LLVector3(0,0,0);
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}
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return mUIOffset.back();
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return LLVector3(mUIOffset.back()->getF32ptr());
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}
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LLVector3 LLRender::getUIScale()
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@@ -1541,7 +1543,7 @@ LLVector3 LLRender::getUIScale()
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{
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return LLVector3(1,1,1);
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}
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return mUIScale.back();
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return LLVector3(mUIOffset.back()->getF32ptr());
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}
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@@ -1551,8 +1553,8 @@ void LLRender::loadUIIdentity()
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{
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llerrs << "Need to push UI translation frame before clearing offset." << llendl;
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}
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mUIOffset.back().setVec(0,0,0);
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mUIScale.back().setVec(1,1,1);
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mUIOffset.back()->splat(0.f);
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mUIScale.back()->splat(1.f);
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}
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void LLRender::setColorMask(bool writeColor, bool writeAlpha)
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@@ -1935,12 +1937,15 @@ void LLRender::vertex3f(const GLfloat& x, const GLfloat& y, const GLfloat& z)
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if (mUIOffset.empty())
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{
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mVerticesp[mCount] = LLVector3(x,y,z);
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mVerticesp[mCount].set(x,y,z);
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}
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else
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{
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LLVector3 vert = (LLVector3(x,y,z)+mUIOffset.back()).scaledVec(mUIScale.back());
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mVerticesp[mCount] = vert;
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//LLVector3 vert = (LLVector3(x,y,z)+mUIOffset.back()).scaledVec(mUIScale.back());
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LLVector4a& vert = mVerticesp[mCount];
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vert.set(x,y,z);
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vert.add(*mUIOffset.back());
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vert.mul(*mUIScale.back());
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}
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if (mMode == LLRender::QUADS && LLRender::sGLCoreProfile)
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@@ -1968,7 +1973,7 @@ void LLRender::vertex3f(const GLfloat& x, const GLfloat& y, const GLfloat& z)
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mTexcoordsp[mCount] = mTexcoordsp[mCount-1];
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}
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void LLRender::vertexBatchPreTransformed(LLVector3* verts, S32 vert_count)
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void LLRender::vertexBatchPreTransformed(LLVector4a* verts, S32 vert_count)
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{
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if (mCount + vert_count > 4094)
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{
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@@ -2025,7 +2030,7 @@ void LLRender::vertexBatchPreTransformed(LLVector3* verts, S32 vert_count)
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mVerticesp[mCount] = mVerticesp[mCount-1];
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}
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void LLRender::vertexBatchPreTransformed(LLVector3* verts, LLVector2* uvs, S32 vert_count)
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void LLRender::vertexBatchPreTransformed(LLVector4a* verts, LLVector2* uvs, S32 vert_count)
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{
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if (mCount + vert_count > 4094)
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{
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@@ -2083,7 +2088,7 @@ void LLRender::vertexBatchPreTransformed(LLVector3* verts, LLVector2* uvs, S32 v
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mTexcoordsp[mCount] = mTexcoordsp[mCount-1];
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}
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void LLRender::vertexBatchPreTransformed(LLVector3* verts, LLVector2* uvs, LLColor4U* colors, S32 vert_count)
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void LLRender::vertexBatchPreTransformed(LLVector4a* verts, LLVector2* uvs, LLColor4U* colors, S32 vert_count)
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{
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if (mCount + vert_count > 4094)
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{
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@@ -387,9 +387,9 @@ public:
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void diffuseColor4fv(const F32* c);
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void diffuseColor4ubv(const U8* c);
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void vertexBatchPreTransformed(LLVector3* verts, S32 vert_count);
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void vertexBatchPreTransformed(LLVector3* verts, LLVector2* uvs, S32 vert_count);
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void vertexBatchPreTransformed(LLVector3* verts, LLVector2* uvs, LLColor4U*, S32 vert_count);
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void vertexBatchPreTransformed(LLVector4a* verts, S32 vert_count);
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void vertexBatchPreTransformed(LLVector4a* verts, LLVector2* uvs, S32 vert_count);
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void vertexBatchPreTransformed(LLVector4a* verts, LLVector2* uvs, LLColor4U*, S32 vert_count);
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void setColorMask(bool writeColor, bool writeAlpha);
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void setColorMask(bool writeColorR, bool writeColorG, bool writeColorB, bool writeAlpha);
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@@ -449,7 +449,7 @@ private:
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F32 mCurrAlphaFuncVal;
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LLPointer<LLVertexBuffer> mBuffer;
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LLStrider<LLVector3> mVerticesp;
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LLStrider<LLVector4a> mVerticesp;
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LLStrider<LLVector2> mTexcoordsp;
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LLStrider<LLColor4U> mColorsp;
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std::vector<LLTexUnit*> mTexUnits;
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@@ -463,8 +463,8 @@ private:
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F32 mMaxAnisotropy;
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std::vector<LLVector3> mUIOffset;
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std::vector<LLVector3> mUIScale;
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std::vector<LLVector4a*> mUIOffset;
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std::vector<LLVector4a*> mUIScale;
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};
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@@ -520,7 +520,7 @@ void gl_draw_scaled_image_with_border(S32 x, S32 y, S32 width, S32 height, LLTex
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const S32 NUM_VERTICES = 9 * 4; // 9 quads
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LLVector2 uv[NUM_VERTICES];
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LLVector3 pos[NUM_VERTICES];
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LLVector4a pos[NUM_VERTICES];
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S32 index = 0;
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@@ -528,157 +528,157 @@ void gl_draw_scaled_image_with_border(S32 x, S32 y, S32 width, S32 height, LLTex
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{
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// draw bottom left
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uv[index] = LLVector2(uv_outer_rect.mLeft, uv_outer_rect.mBottom);
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pos[index] = LLVector3(draw_outer_rect.mLeft, draw_outer_rect.mBottom, 0.f);
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pos[index].set(draw_outer_rect.mLeft, draw_outer_rect.mBottom, 0.f);
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index++;
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uv[index] = LLVector2(uv_center_rect.mLeft, uv_outer_rect.mBottom);
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pos[index] = LLVector3(draw_center_rect.mLeft, draw_outer_rect.mBottom, 0.f);
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pos[index].set(draw_center_rect.mLeft, draw_outer_rect.mBottom, 0.f);
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index++;
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uv[index] = LLVector2(uv_center_rect.mLeft, uv_center_rect.mBottom);
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pos[index] = LLVector3(draw_center_rect.mLeft, draw_center_rect.mBottom, 0.f);
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pos[index].set(draw_center_rect.mLeft, draw_center_rect.mBottom, 0.f);
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index++;
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uv[index] = LLVector2(uv_outer_rect.mLeft, uv_center_rect.mBottom);
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pos[index] = LLVector3(draw_outer_rect.mLeft, draw_center_rect.mBottom, 0.f);
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pos[index].set(draw_outer_rect.mLeft, draw_center_rect.mBottom, 0.f);
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index++;
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// draw bottom middle
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uv[index] = LLVector2(uv_center_rect.mLeft, uv_outer_rect.mBottom);
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pos[index] = LLVector3(draw_center_rect.mLeft, draw_outer_rect.mBottom, 0.f);
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pos[index].set(draw_center_rect.mLeft, draw_outer_rect.mBottom, 0.f);
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index++;
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uv[index] = LLVector2(uv_center_rect.mRight, uv_outer_rect.mBottom);
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pos[index] = LLVector3(draw_center_rect.mRight, draw_outer_rect.mBottom, 0.f);
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pos[index].set(draw_center_rect.mRight, draw_outer_rect.mBottom, 0.f);
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index++;
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uv[index] = LLVector2(uv_center_rect.mRight, uv_center_rect.mBottom);
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pos[index] = LLVector3(draw_center_rect.mRight, draw_center_rect.mBottom, 0.f);
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pos[index].set(draw_center_rect.mRight, draw_center_rect.mBottom, 0.f);
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index++;
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uv[index] = LLVector2(uv_center_rect.mLeft, uv_center_rect.mBottom);
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pos[index] = LLVector3(draw_center_rect.mLeft, draw_center_rect.mBottom, 0.f);
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uv[index].set(uv_center_rect.mLeft, uv_center_rect.mBottom);
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pos[index].set(draw_center_rect.mLeft, draw_center_rect.mBottom, 0.f);
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index++;
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// draw bottom right
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uv[index] = LLVector2(uv_center_rect.mRight, uv_outer_rect.mBottom);
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pos[index] = LLVector3(draw_center_rect.mRight, draw_outer_rect.mBottom, 0.f);
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pos[index].set(draw_center_rect.mRight, draw_outer_rect.mBottom, 0.f);
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index++;
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uv[index] = LLVector2(uv_outer_rect.mRight, uv_outer_rect.mBottom);
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pos[index] = LLVector3(draw_outer_rect.mRight, draw_outer_rect.mBottom, 0.f);
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pos[index].set(draw_outer_rect.mRight, draw_outer_rect.mBottom, 0.f);
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index++;
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uv[index] = LLVector2(uv_outer_rect.mRight, uv_center_rect.mBottom);
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pos[index] = LLVector3(draw_outer_rect.mRight, draw_center_rect.mBottom, 0.f);
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pos[index].set(draw_outer_rect.mRight, draw_center_rect.mBottom, 0.f);
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index++;
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uv[index] = LLVector2(uv_center_rect.mRight, uv_center_rect.mBottom);
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pos[index] = LLVector3(draw_center_rect.mRight, draw_center_rect.mBottom, 0.f);
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pos[index].set(draw_center_rect.mRight, draw_center_rect.mBottom, 0.f);
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index++;
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// draw left
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uv[index] = LLVector2(uv_outer_rect.mLeft, uv_center_rect.mBottom);
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pos[index] = LLVector3(draw_outer_rect.mLeft, draw_center_rect.mBottom, 0.f);
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pos[index].set(draw_outer_rect.mLeft, draw_center_rect.mBottom, 0.f);
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index++;
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uv[index] = LLVector2(uv_center_rect.mLeft, uv_center_rect.mBottom);
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pos[index] = LLVector3(draw_center_rect.mLeft, draw_center_rect.mBottom, 0.f);
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pos[index].set(draw_center_rect.mLeft, draw_center_rect.mBottom, 0.f);
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index++;
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uv[index] = LLVector2(uv_center_rect.mLeft, uv_center_rect.mTop);
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pos[index] = LLVector3(draw_center_rect.mLeft, draw_center_rect.mTop, 0.f);
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pos[index].set(draw_center_rect.mLeft, draw_center_rect.mTop, 0.f);
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index++;
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uv[index] = LLVector2(uv_outer_rect.mLeft, uv_center_rect.mTop);
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pos[index] = LLVector3(draw_outer_rect.mLeft, draw_center_rect.mTop, 0.f);
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pos[index].set(draw_outer_rect.mLeft, draw_center_rect.mTop, 0.f);
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index++;
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// draw middle
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uv[index] = LLVector2(uv_center_rect.mLeft, uv_center_rect.mBottom);
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pos[index] = LLVector3(draw_center_rect.mLeft, draw_center_rect.mBottom, 0.f);
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pos[index].set(draw_center_rect.mLeft, draw_center_rect.mBottom, 0.f);
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index++;
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uv[index] = LLVector2(uv_center_rect.mRight, uv_center_rect.mBottom);
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pos[index] = LLVector3(draw_center_rect.mRight, draw_center_rect.mBottom, 0.f);
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pos[index].set(draw_center_rect.mRight, draw_center_rect.mBottom, 0.f);
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index++;
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uv[index] = LLVector2(uv_center_rect.mRight, uv_center_rect.mTop);
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pos[index] = LLVector3(draw_center_rect.mRight, draw_center_rect.mTop, 0.f);
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pos[index].set(draw_center_rect.mRight, draw_center_rect.mTop, 0.f);
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index++;
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uv[index] = LLVector2(uv_center_rect.mLeft, uv_center_rect.mTop);
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pos[index] = LLVector3(draw_center_rect.mLeft, draw_center_rect.mTop, 0.f);
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pos[index].set(draw_center_rect.mLeft, draw_center_rect.mTop, 0.f);
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index++;
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// draw right
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uv[index] = LLVector2(uv_center_rect.mRight, uv_center_rect.mBottom);
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pos[index] = LLVector3(draw_center_rect.mRight, draw_center_rect.mBottom, 0.f);
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pos[index].set(draw_center_rect.mRight, draw_center_rect.mBottom, 0.f);
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index++;
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uv[index] = LLVector2(uv_outer_rect.mRight, uv_center_rect.mBottom);
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pos[index] = LLVector3(draw_outer_rect.mRight, draw_center_rect.mBottom, 0.f);
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pos[index].set(draw_outer_rect.mRight, draw_center_rect.mBottom, 0.f);
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index++;
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uv[index] = LLVector2(uv_outer_rect.mRight, uv_center_rect.mTop);
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pos[index] = LLVector3(draw_outer_rect.mRight, draw_center_rect.mTop, 0.f);
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pos[index].set(draw_outer_rect.mRight, draw_center_rect.mTop, 0.f);
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index++;
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uv[index] = LLVector2(uv_center_rect.mRight, uv_center_rect.mTop);
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pos[index] = LLVector3(draw_center_rect.mRight, draw_center_rect.mTop, 0.f);
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pos[index].set(draw_center_rect.mRight, draw_center_rect.mTop, 0.f);
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index++;
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// draw top left
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uv[index] = LLVector2(uv_outer_rect.mLeft, uv_center_rect.mTop);
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pos[index] = LLVector3(draw_outer_rect.mLeft, draw_center_rect.mTop, 0.f);
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pos[index].set(draw_outer_rect.mLeft, draw_center_rect.mTop, 0.f);
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index++;
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uv[index] = LLVector2(uv_center_rect.mLeft, uv_center_rect.mTop);
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pos[index] = LLVector3(draw_center_rect.mLeft, draw_center_rect.mTop, 0.f);
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pos[index].set(draw_center_rect.mLeft, draw_center_rect.mTop, 0.f);
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index++;
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uv[index] = LLVector2(uv_center_rect.mLeft, uv_outer_rect.mTop);
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pos[index] = LLVector3(draw_center_rect.mLeft, draw_outer_rect.mTop, 0.f);
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pos[index].set(draw_center_rect.mLeft, draw_outer_rect.mTop, 0.f);
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index++;
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uv[index] = LLVector2(uv_outer_rect.mLeft, uv_outer_rect.mTop);
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pos[index] = LLVector3(draw_outer_rect.mLeft, draw_outer_rect.mTop, 0.f);
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pos[index].set(draw_outer_rect.mLeft, draw_outer_rect.mTop, 0.f);
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index++;
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// draw top middle
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uv[index] = LLVector2(uv_center_rect.mLeft, uv_center_rect.mTop);
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pos[index] = LLVector3(draw_center_rect.mLeft, draw_center_rect.mTop, 0.f);
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pos[index].set(draw_center_rect.mLeft, draw_center_rect.mTop, 0.f);
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index++;
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uv[index] = LLVector2(uv_center_rect.mRight, uv_center_rect.mTop);
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pos[index] = LLVector3(draw_center_rect.mRight, draw_center_rect.mTop, 0.f);
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pos[index].set(draw_center_rect.mRight, draw_center_rect.mTop, 0.f);
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index++;
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uv[index] = LLVector2(uv_center_rect.mRight, uv_outer_rect.mTop);
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pos[index] = LLVector3(draw_center_rect.mRight, draw_outer_rect.mTop, 0.f);
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pos[index].set(draw_center_rect.mRight, draw_outer_rect.mTop, 0.f);
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index++;
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uv[index] = LLVector2(uv_center_rect.mLeft, uv_outer_rect.mTop);
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pos[index] = LLVector3(draw_center_rect.mLeft, draw_outer_rect.mTop, 0.f);
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pos[index].set(draw_center_rect.mLeft, draw_outer_rect.mTop, 0.f);
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index++;
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// draw top right
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uv[index] = LLVector2(uv_center_rect.mRight, uv_center_rect.mTop);
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pos[index] = LLVector3(draw_center_rect.mRight, draw_center_rect.mTop, 0.f);
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pos[index].set(draw_center_rect.mRight, draw_center_rect.mTop, 0.f);
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index++;
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uv[index] = LLVector2(uv_outer_rect.mRight, uv_center_rect.mTop);
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pos[index] = LLVector3(draw_outer_rect.mRight, draw_center_rect.mTop, 0.f);
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pos[index].set(draw_outer_rect.mRight, draw_center_rect.mTop, 0.f);
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index++;
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uv[index] = LLVector2(uv_outer_rect.mRight, uv_outer_rect.mTop);
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pos[index] = LLVector3(draw_outer_rect.mRight, draw_outer_rect.mTop, 0.f);
|
||||
pos[index].set(draw_outer_rect.mRight, draw_outer_rect.mTop, 0.f);
|
||||
index++;
|
||||
|
||||
uv[index] = LLVector2(uv_center_rect.mRight, uv_outer_rect.mTop);
|
||||
pos[index] = LLVector3(draw_center_rect.mRight, draw_outer_rect.mTop, 0.f);
|
||||
pos[index].set(draw_center_rect.mRight, draw_outer_rect.mTop, 0.f);
|
||||
index++;
|
||||
|
||||
|
||||
gGL.vertexBatchPreTransformed(pos, uv, NUM_VERTICES);
|
||||
}
|
||||
gGL.end();
|
||||
@@ -720,7 +720,7 @@ void gl_draw_scaled_rotated_image(S32 x, S32 y, S32 width, S32 height, F32 degre
|
||||
{
|
||||
const S32 NUM_VERTICES = 4; // 9 quads
|
||||
LLVector2 uv[NUM_VERTICES];
|
||||
LLVector3 pos[NUM_VERTICES];
|
||||
LLVector4a pos[NUM_VERTICES];
|
||||
|
||||
gGL.begin(LLRender::QUADS);
|
||||
{
|
||||
@@ -734,19 +734,19 @@ void gl_draw_scaled_rotated_image(S32 x, S32 y, S32 width, S32 height, F32 degre
|
||||
S32 scaled_height = llround(height * ui_scale.mV[VY]);
|
||||
|
||||
uv[index] = LLVector2(uv_rect.mRight, uv_rect.mTop);
|
||||
pos[index] = LLVector3(ui_translation.mV[VX] + scaled_width, ui_translation.mV[VY] + scaled_height, 0.f);
|
||||
pos[index].set(ui_translation.mV[VX] + scaled_width, ui_translation.mV[VY] + scaled_height, 0.f);
|
||||
index++;
|
||||
|
||||
uv[index] = LLVector2(uv_rect.mLeft, uv_rect.mTop);
|
||||
pos[index] = LLVector3(ui_translation.mV[VX], ui_translation.mV[VY] + scaled_height, 0.f);
|
||||
pos[index].set(ui_translation.mV[VX], ui_translation.mV[VY] + scaled_height, 0.f);
|
||||
index++;
|
||||
|
||||
uv[index] = LLVector2(uv_rect.mLeft, uv_rect.mBottom);
|
||||
pos[index] = LLVector3(ui_translation.mV[VX], ui_translation.mV[VY], 0.f);
|
||||
pos[index].set(ui_translation.mV[VX], ui_translation.mV[VY], 0.f);
|
||||
index++;
|
||||
|
||||
uv[index] = LLVector2(uv_rect.mRight, uv_rect.mBottom);
|
||||
pos[index] = LLVector3(ui_translation.mV[VX] + scaled_width, ui_translation.mV[VY], 0.f);
|
||||
pos[index].set(ui_translation.mV[VX] + scaled_width, ui_translation.mV[VY], 0.f);
|
||||
index++;
|
||||
|
||||
gGL.vertexBatchPreTransformed(pos, uv, NUM_VERTICES);
|
||||
|
||||
Reference in New Issue
Block a user