Cycles OpenGL: Don't use full matrix transform when we can just use
simple addition.
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@ -83,24 +83,19 @@ void Device::draw_pixels(device_memory& rgba, int y, int w, int h, int dy, int w
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draw_params.bind_display_space_shader_cb();
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}
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glPushMatrix();
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glTranslatef(0.0f, (float)dy, 0.0f);
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glBegin(GL_QUADS);
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glTexCoord2f(0.0f, 0.0f);
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glVertex2f(0.0f, 0.0f);
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glVertex2f(0.0f, dy);
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glTexCoord2f(1.0f, 0.0f);
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glVertex2f((float)width, 0.0f);
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glVertex2f((float)width, dy);
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glTexCoord2f(1.0f, 1.0f);
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glVertex2f((float)width, (float)height);
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glVertex2f((float)width, (float)height + dy);
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glTexCoord2f(0.0f, 1.0f);
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glVertex2f(0.0f, (float)height);
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glVertex2f(0.0f, (float)height + dy);
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glEnd();
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glPopMatrix();
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if(draw_params.unbind_display_space_shader_cb) {
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draw_params.unbind_display_space_shader_cb();
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}
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@ -918,24 +918,19 @@ public:
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draw_params.bind_display_space_shader_cb();
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}
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glPushMatrix();
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glTranslatef(0.0f, (float)dy, 0.0f);
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glBegin(GL_QUADS);
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glTexCoord2f(0.0f, 0.0f);
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glVertex2f(0.0f, 0.0f);
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glVertex2f(0.0f, dy);
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glTexCoord2f((float)w/(float)pmem.w, 0.0f);
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glVertex2f((float)width, 0.0f);
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glVertex2f((float)width, dy);
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glTexCoord2f((float)w/(float)pmem.w, (float)h/(float)pmem.h);
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glVertex2f((float)width, (float)height);
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glVertex2f((float)width, (float)height + dy);
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glTexCoord2f(0.0f, (float)h/(float)pmem.h);
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glVertex2f(0.0f, (float)height);
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glVertex2f(0.0f, (float)height + dy);
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glEnd();
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glPopMatrix();
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if(draw_params.unbind_display_space_shader_cb) {
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draw_params.unbind_display_space_shader_cb();
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}
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