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Small performance optimization for mesh drawing.
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@@ -141,7 +141,12 @@ void Mesh::setupAttachedAttributes()
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if (getAttachedAttributeIndex(name) != -1)
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throw love::Exception("Duplicate vertex attribute name: %s", name.c_str());
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attachedAttributes.push_back({name, vertexBuffer, nullptr, name, (int) i, 0, STEP_PER_VERTEX, true});
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BuiltinVertexAttribute builtinattrib;
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int builtinAttribIndex = -1;
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if (getConstant(name.c_str(), builtinattrib))
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builtinAttribIndex = (int)builtinattrib;
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attachedAttributes.push_back({name, vertexBuffer, nullptr, name, (int) i, 0, STEP_PER_VERTEX, builtinAttribIndex, true});
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}
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}
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@@ -168,6 +173,12 @@ void Mesh::finalizeAttribute(BufferAttribute &attrib) const
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if (indexInBuffer < 0)
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throw love::Exception("Buffer does not have a vertex attribute with name '%s'.", attrib.nameInBuffer.c_str());
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BuiltinVertexAttribute builtinattrib;
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if (getConstant(attrib.name.c_str(), builtinattrib))
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attrib.builtinAttributeIndex = (int)builtinattrib;
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else
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attrib.builtinAttributeIndex = -1;
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attrib.indexInBuffer = indexInBuffer;
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}
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@@ -593,14 +604,11 @@ void Mesh::drawInternal(Graphics *gfx, const Matrix4 &m, int instancecount, Buff
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continue;
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Buffer *buffer = attrib.buffer.get();
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int attributeindex = -1;
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int attributeindex = attrib.builtinAttributeIndex;
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// If the attribute is one of the LOVE-defined ones, use the constant
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// attribute index for it, otherwise query the index from the shader.
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BuiltinVertexAttribute builtinattrib;
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if (getConstant(attrib.name.c_str(), builtinattrib))
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attributeindex = (int) builtinattrib;
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else if (Shader::current)
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if (attributeindex < 0 && Shader::current)
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attributeindex = Shader::current->getVertexAttributeIndex(attrib.name);
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if (attributeindex >= 0)
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@@ -60,6 +60,7 @@ public:
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int indexInBuffer;
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int startArrayIndex;
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AttributeStep step;
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int builtinAttributeIndex;
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bool enabled;
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};
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@@ -285,6 +285,12 @@ void SpriteBatch::attachAttribute(const std::string &name, Buffer *buffer, Mesh
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newattrib.buffer = buffer;
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newattrib.mesh = mesh;
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BuiltinVertexAttribute builtinattrib;
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if (getConstant(name.c_str(), builtinattrib))
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newattrib.builtinAttributeIndex = (int)builtinattrib;
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else
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newattrib.builtinAttributeIndex = -1;
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attached_attributes[name] = newattrib;
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}
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@@ -355,14 +361,11 @@ void SpriteBatch::draw(Graphics *gfx, const Matrix4 &m)
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if (buffer->getArrayLength() < (size_t) next * 4)
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throw love::Exception("Buffer with attribute '%s' attached to this SpriteBatch has too few vertices", it.first.c_str());
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int attributeindex = -1;
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int attributeindex = it.second.builtinAttributeIndex;
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// If the attribute is one of the LOVE-defined ones, use the constant
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// attribute index for it, otherwise query the index from the shader.
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BuiltinVertexAttribute builtinattrib;
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if (getConstant(it.first.c_str(), builtinattrib))
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attributeindex = (int) builtinattrib;
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else if (Shader::current)
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if (attributeindex < 0 && Shader::current)
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attributeindex = Shader::current->getVertexAttributeIndex(it.first);
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if (attributeindex >= 0)
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@@ -113,6 +113,7 @@ private:
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StrongRef<Buffer> buffer;
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StrongRef<Mesh> mesh;
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int index;
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int builtinAttributeIndex;
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};
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/**
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