Make non-textured non-fast drawing a little bit faster

This commit is contained in:
UnknownShadow200 2025-02-01 17:04:42 +11:00
parent a35659ce3d
commit 3550c89501

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@ -199,24 +199,25 @@ static void _readVertexData4fRevARGB(const GLubyte* __restrict__ in, GLubyte* __
static void _fillWithNegZVE(const GLubyte* __restrict__ input, GLubyte* __restrict__ out) {
_GL_UNUSED(input);
typedef struct {
float x, y, z;
} V;
typedef struct { float x, y, z; } V;
static const V NegZ = {0.0f, 0.0f, -1.0f};
*((V*) out) = NegZ;
}
static void _fillWhiteARGB(const GLubyte* __restrict__ input, GLubyte* __restrict__ output) {
static void _fillWhiteARGB(const GLubyte* __restrict__ input, GLubyte* __restrict__ output) {
_GL_UNUSED(input);
*((uint32_t*) output) = ~0;
}
static void _fillZero2f(const GLubyte* __restrict__ input, GLubyte* __restrict__ out) {
_GL_UNUSED(input);
memset(out, 0, sizeof(float) * 2);
//memset(out, 0, sizeof(float) * 2);
// memset does 8 byte writes - faster to manually write as uint32
uint32_t* dst = (uint32_t*)out;
dst[0] = 0;
dst[1] = 0;
}
static void _readVertexData3usARGB(const GLubyte* input, GLubyte* output) {