ImDrawList: inline AddVtx() calls for profit in highly debug builds

This commit is contained in:
ocornut 2015-04-09 18:34:31 +01:00
parent 334fba2f56
commit aa1a96f907

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@ -7711,47 +7711,51 @@ void ImDrawList::PrimReserve(unsigned int vtx_count)
void ImDrawList::PrimTriangle(const ImVec2& a, const ImVec2& b, const ImVec2& c, ImU32 col) void ImDrawList::PrimTriangle(const ImVec2& a, const ImVec2& b, const ImVec2& c, ImU32 col)
{ {
const ImVec2 uv = GImGui->FontTexUvWhitePixel; const ImVec2 uv = GImGui->FontTexUvWhitePixel;
AddVtx(a, uv, col); vtx_write[0].pos = a; vtx_write[0].uv = uv; vtx_write[0].col = col;
AddVtx(b, uv, col); vtx_write[1].pos = b; vtx_write[1].uv = uv; vtx_write[1].col = col;
AddVtx(c, uv, col); vtx_write[2].pos = c; vtx_write[2].uv = uv; vtx_write[2].col = col;
vtx_write += 3;
} }
void ImDrawList::PrimRect(const ImVec2& a, const ImVec2& c, ImU32 col) void ImDrawList::PrimRect(const ImVec2& a, const ImVec2& c, ImU32 col)
{ {
const ImVec2 uv = GImGui->FontTexUvWhitePixel; const ImVec2 uv = GImGui->FontTexUvWhitePixel;
ImVec2 b(c.x, a.y); const ImVec2 b(c.x, a.y);
ImVec2 d(a.x, c.y); const ImVec2 d(a.x, c.y);
AddVtx(a, uv, col); vtx_write[0].pos = a; vtx_write[0].uv = uv; vtx_write[0].col = col;
AddVtx(b, uv, col); vtx_write[1].pos = b; vtx_write[1].uv = uv; vtx_write[1].col = col;
AddVtx(c, uv, col); vtx_write[2].pos = c; vtx_write[2].uv = uv; vtx_write[2].col = col;
AddVtx(a, uv, col); vtx_write[3].pos = a; vtx_write[3].uv = uv; vtx_write[3].col = col;
AddVtx(c, uv, col); vtx_write[4].pos = c; vtx_write[4].uv = uv; vtx_write[4].col = col;
AddVtx(d, uv, col); vtx_write[5].pos = d; vtx_write[5].uv = uv; vtx_write[5].col = col;
vtx_write += 6;
} }
void ImDrawList::PrimRectUV(const ImVec2& a, const ImVec2& c, const ImVec2& uv_a, const ImVec2& uv_c, ImU32 col) void ImDrawList::PrimRectUV(const ImVec2& a, const ImVec2& c, const ImVec2& uv_a, const ImVec2& uv_c, ImU32 col)
{ {
ImVec2 b(c.x, a.y); const ImVec2 b(c.x, a.y);
ImVec2 d(a.x, c.y); const ImVec2 d(a.x, c.y);
ImVec2 uv_b(uv_c.x, uv_a.y); const ImVec2 uv_b(uv_c.x, uv_a.y);
ImVec2 uv_d(uv_a.x, uv_c.y); const ImVec2 uv_d(uv_a.x, uv_c.y);
AddVtx(a, uv_a, col); vtx_write[0].pos = a; vtx_write[0].uv = uv_a; vtx_write[0].col = col;
AddVtx(b, uv_b, col); vtx_write[1].pos = b; vtx_write[1].uv = uv_b; vtx_write[1].col = col;
AddVtx(c, uv_c, col); vtx_write[2].pos = c; vtx_write[2].uv = uv_c; vtx_write[2].col = col;
AddVtx(a, uv_a, col); vtx_write[3].pos = a; vtx_write[3].uv = uv_a; vtx_write[3].col = col;
AddVtx(c, uv_c, col); vtx_write[4].pos = c; vtx_write[4].uv = uv_c; vtx_write[4].col = col;
AddVtx(d, uv_d, col); vtx_write[5].pos = d; vtx_write[5].uv = uv_d; vtx_write[5].col = col;
vtx_write += 6;
} }
void ImDrawList::PrimQuad(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, ImU32 col) void ImDrawList::PrimQuad(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, ImU32 col)
{ {
const ImVec2 uv = GImGui->FontTexUvWhitePixel; const ImVec2 uv = GImGui->FontTexUvWhitePixel;
AddVtx(a, uv, col); vtx_write[0].pos = a; vtx_write[0].uv = uv; vtx_write[0].col = col;
AddVtx(b, uv, col); vtx_write[1].pos = b; vtx_write[1].uv = uv; vtx_write[1].col = col;
AddVtx(c, uv, col); vtx_write[2].pos = c; vtx_write[2].uv = uv; vtx_write[2].col = col;
AddVtx(a, uv, col); vtx_write[3].pos = a; vtx_write[3].uv = uv; vtx_write[3].col = col;
AddVtx(c, uv, col); vtx_write[4].pos = c; vtx_write[4].uv = uv; vtx_write[4].col = col;
AddVtx(d, uv, col); vtx_write[5].pos = d; vtx_write[5].uv = uv; vtx_write[5].col = col;
vtx_write += 6;
} }
// FIXME-OPT: In many instances the caller could provide a normal. // FIXME-OPT: In many instances the caller could provide a normal.