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opengl+windows: work around a performance issue with lines.
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@@ -471,13 +471,19 @@ void Polyline::draw(love::graphics::Graphics *gfx)
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void Polyline::fill_color_array(Color32 constant_color, STf_RGBAub *attributes, int count)
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{
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// Note: assigning each element individually seems to be needed to avoid
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// performance issues in OpenGL + Windows. VS' compiler is likely doing
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// something that doesn't play nice with write-combined memory from the
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// graphics driver, when assigning a whole struct after modifying it, or
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// when using memcpy.
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for (int i = 0; i < count; ++i)
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{
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Color32 c = constant_color;
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c.a *= (i+1) % 2; // avoids branching. equiv to if (i%2 == 1) c.a = 0;
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attributes[i].s = 0.0f;
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attributes[i].t = 0.0f;
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attributes[i].color = c;
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attributes[i].color.r = constant_color.r;
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attributes[i].color.g = constant_color.g;
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attributes[i].color.b = constant_color.b;
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attributes[i].color.a = constant_color.a * ((i + 1) % 2); // avoids branching. equiv to if (i%2 == 1) c.a = 0;
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}
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}
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@@ -485,11 +491,12 @@ void NoneJoinPolyline::fill_color_array(Color32 constant_color, STf_RGBAub *attr
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{
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for (int i = 0; i < count; ++i)
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{
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Color32 c = constant_color;
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c.a *= (i & 3) < 2; // if (i % 4 == 2 || i % 4 == 3) c.a = 0
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attributes[i].s = 0.0f;
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attributes[i].t = 0.0f;
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attributes[i].color = c;
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attributes[i].color.r = constant_color.r;
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attributes[i].color.g = constant_color.g;
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attributes[i].color.b = constant_color.b;
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attributes[i].color.a = constant_color.a * ((i & 3) < 2); // if (i % 4 == 2 || i % 4 == 3) c.a = 0
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}
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}
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