Optimize: add #[inline(always)] to various low-level things
saves up to 20% (text tesselation), and at least 5% overall
This commit is contained in:
parent
ccc501f302
commit
46425f1e38
10 changed files with 144 additions and 7 deletions
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@ -61,6 +61,7 @@ impl Id {
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format!("{:04X}", self.0 as u16)
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}
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#[inline(always)]
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pub(crate) fn value(&self) -> u64 {
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self.0
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}
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@ -92,11 +92,13 @@ pub trait One {
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fn one() -> Self;
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}
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impl One for f32 {
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#[inline(always)]
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fn one() -> Self {
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1.0
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}
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}
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impl One for f64 {
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#[inline(always)]
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fn one() -> Self {
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1.0
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}
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@ -121,6 +123,7 @@ impl Real for f64 {}
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// ----------------------------------------------------------------------------
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/// Linear interpolation.
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#[inline(always)]
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pub fn lerp<R, T>(range: RangeInclusive<R>, t: T) -> R
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where
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T: Real + Mul<R, Output = R>,
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@ -309,9 +312,11 @@ pub trait NumExt {
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macro_rules! impl_num_ext {
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($t: ty) => {
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impl NumExt for $t {
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#[inline(always)]
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fn at_least(self, lower_limit: Self) -> Self {
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self.max(lower_limit)
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}
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#[inline(always)]
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fn at_most(self, upper_limit: Self) -> Self {
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self.min(upper_limit)
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}
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@ -20,9 +20,13 @@ macro_rules! impl_numeric_float {
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const INTEGRAL: bool = false;
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const MIN: Self = std::$t::MIN;
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const MAX: Self = std::$t::MAX;
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#[inline(always)]
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fn to_f64(self) -> f64 {
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self as f64
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}
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#[inline(always)]
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fn from_f64(num: f64) -> Self {
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num as Self
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}
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@ -36,9 +40,13 @@ macro_rules! impl_numeric_integer {
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const INTEGRAL: bool = true;
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const MIN: Self = std::$t::MIN;
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const MAX: Self = std::$t::MAX;
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#[inline(always)]
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fn to_f64(self) -> f64 {
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self as f64
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}
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#[inline(always)]
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fn from_f64(num: f64) -> Self {
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num as Self
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}
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@ -26,24 +26,28 @@ pub const fn pos2(x: f32, y: f32) -> Pos2 {
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// Compatibility and convenience conversions to and from [f32; 2]:
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impl From<[f32; 2]> for Pos2 {
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#[inline(always)]
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fn from(v: [f32; 2]) -> Self {
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Self { x: v[0], y: v[1] }
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}
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}
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impl From<&[f32; 2]> for Pos2 {
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#[inline(always)]
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fn from(v: &[f32; 2]) -> Self {
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Self { x: v[0], y: v[1] }
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}
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}
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impl From<Pos2> for [f32; 2] {
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#[inline(always)]
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fn from(v: Pos2) -> Self {
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[v.x, v.y]
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}
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}
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impl From<&Pos2> for [f32; 2] {
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#[inline(always)]
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fn from(v: &Pos2) -> Self {
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[v.x, v.y]
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}
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@ -53,24 +57,28 @@ impl From<&Pos2> for [f32; 2] {
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// Compatibility and convenience conversions to and from (f32, f32):
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impl From<(f32, f32)> for Pos2 {
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#[inline(always)]
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fn from(v: (f32, f32)) -> Self {
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Self { x: v.0, y: v.1 }
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}
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}
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impl From<&(f32, f32)> for Pos2 {
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#[inline(always)]
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fn from(v: &(f32, f32)) -> Self {
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Self { x: v.0, y: v.1 }
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}
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}
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impl From<Pos2> for (f32, f32) {
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#[inline(always)]
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fn from(v: Pos2) -> Self {
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(v.x, v.y)
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}
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}
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impl From<&Pos2> for (f32, f32) {
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#[inline(always)]
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fn from(v: &Pos2) -> Self {
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(v.x, v.y)
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}
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@ -95,6 +103,7 @@ impl Pos2 {
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/// The vector from origin to this position.
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/// `p.to_vec2()` is equivalent to `p - Pos2::default()`.
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#[inline(always)]
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pub fn to_vec2(self) -> Vec2 {
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Vec2 {
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x: self.x,
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@ -153,6 +162,7 @@ impl Pos2 {
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impl std::ops::Index<usize> for Pos2 {
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type Output = f32;
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fn index(&self, index: usize) -> &f32 {
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match index {
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0 => &self.x,
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@ -175,6 +185,7 @@ impl std::ops::IndexMut<usize> for Pos2 {
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impl Eq for Pos2 {}
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impl AddAssign<Vec2> for Pos2 {
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#[inline(always)]
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fn add_assign(&mut self, rhs: Vec2) {
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*self = Pos2 {
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x: self.x + rhs.x,
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@ -184,6 +195,7 @@ impl AddAssign<Vec2> for Pos2 {
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}
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impl SubAssign<Vec2> for Pos2 {
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#[inline(always)]
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fn sub_assign(&mut self, rhs: Vec2) {
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*self = Pos2 {
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x: self.x - rhs.x,
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@ -194,6 +206,8 @@ impl SubAssign<Vec2> for Pos2 {
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impl Add<Vec2> for Pos2 {
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type Output = Pos2;
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#[inline(always)]
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fn add(self, rhs: Vec2) -> Pos2 {
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Pos2 {
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x: self.x + rhs.x,
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@ -204,6 +218,8 @@ impl Add<Vec2> for Pos2 {
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impl Sub for Pos2 {
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type Output = Vec2;
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#[inline(always)]
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fn sub(self, rhs: Pos2) -> Vec2 {
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Vec2 {
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x: self.x - rhs.x,
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@ -214,6 +230,8 @@ impl Sub for Pos2 {
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impl Sub<Vec2> for Pos2 {
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type Output = Pos2;
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#[inline(always)]
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fn sub(self, rhs: Vec2) -> Pos2 {
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Pos2 {
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x: self.x - rhs.x,
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@ -74,6 +74,7 @@ impl Rect {
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Self::NAN
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}
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#[inline(always)]
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pub const fn from_min_max(min: Pos2, max: Pos2) -> Self {
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Rect { min, max }
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}
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@ -196,11 +197,9 @@ impl Rect {
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}
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#[must_use]
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#[inline(always)]
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pub fn contains(&self, p: Pos2) -> bool {
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self.min.x <= p.x
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&& p.x <= self.min.x + self.size().x
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&& self.min.y <= p.y
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&& p.y <= self.min.y + self.size().y
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self.min.x <= p.x && p.x <= self.max.x && self.min.y <= p.y && p.y <= self.max.y
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}
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/// Return the given points clamped to be inside the rectangle
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@ -234,18 +233,25 @@ impl Rect {
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}
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}
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#[inline(always)]
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pub fn center(&self) -> Pos2 {
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Pos2 {
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x: self.min.x + self.size().x / 2.0,
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y: self.min.y + self.size().y / 2.0,
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x: (self.min.x + self.max.x) / 2.0,
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y: (self.min.y + self.max.y) / 2.0,
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}
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}
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#[inline(always)]
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pub fn size(&self) -> Vec2 {
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self.max - self.min
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}
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#[inline(always)]
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pub fn width(&self) -> f32 {
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self.max.x - self.min.x
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}
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#[inline(always)]
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pub fn height(&self) -> f32 {
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self.max.y - self.min.y
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}
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@ -292,6 +298,7 @@ impl Rect {
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}
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/// `max.x < min.x` or `max.y < min.y`.
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#[inline(always)]
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pub fn is_negative(&self) -> bool {
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self.max.x < self.min.x || self.max.y < self.min.y
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}
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@ -314,79 +321,106 @@ impl Rect {
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/// ## Convenience functions (assumes origin is towards left top):
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impl Rect {
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/// `min.x`
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/// `min.x
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#[inline(always)]
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pub fn left(&self) -> f32 {
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self.min.x
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}
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/// `min.x`
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#[inline(always)]
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pub fn left_mut(&mut self) -> &mut f32 {
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&mut self.min.x
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}
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/// `min.x`
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#[inline(always)]
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pub fn set_left(&mut self, x: f32) {
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self.min.x = x;
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}
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/// `max.x`
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#[inline(always)]
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pub fn right(&self) -> f32 {
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self.max.x
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}
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/// `max.x`
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#[inline(always)]
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pub fn right_mut(&mut self) -> &mut f32 {
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&mut self.max.x
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}
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/// `max.x`
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#[inline(always)]
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pub fn set_right(&mut self, x: f32) {
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self.max.x = x;
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}
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/// `min.y`
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#[inline(always)]
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pub fn top(&self) -> f32 {
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self.min.y
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}
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/// `min.y`
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#[inline(always)]
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pub fn top_mut(&mut self) -> &mut f32 {
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&mut self.min.y
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}
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/// `min.y`
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#[inline(always)]
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pub fn set_top(&mut self, y: f32) {
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self.min.y = y;
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}
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/// `max.y`
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#[inline(always)]
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pub fn bottom(&self) -> f32 {
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self.max.y
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}
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/// `max.y`
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#[inline(always)]
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pub fn bottom_mut(&mut self) -> &mut f32 {
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&mut self.max.y
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}
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/// `max.y`
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#[inline(always)]
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pub fn set_bottom(&mut self, y: f32) {
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self.max.y = y;
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}
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#[inline(always)]
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pub fn left_top(&self) -> Pos2 {
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pos2(self.left(), self.top())
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}
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#[inline(always)]
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pub fn center_top(&self) -> Pos2 {
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pos2(self.center().x, self.top())
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}
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#[inline(always)]
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pub fn right_top(&self) -> Pos2 {
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pos2(self.right(), self.top())
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}
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#[inline(always)]
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pub fn left_center(&self) -> Pos2 {
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pos2(self.left(), self.center().y)
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}
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#[inline(always)]
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pub fn right_center(&self) -> Pos2 {
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pos2(self.right(), self.center().y)
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}
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#[inline(always)]
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pub fn left_bottom(&self) -> Pos2 {
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pos2(self.left(), self.bottom())
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}
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#[inline(always)]
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pub fn center_bottom(&self) -> Pos2 {
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pos2(self.center().x, self.bottom())
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}
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#[inline(always)]
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pub fn right_bottom(&self) -> Pos2 {
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pos2(self.right(), self.bottom())
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}
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@ -23,24 +23,28 @@ pub const fn vec2(x: f32, y: f32) -> Vec2 {
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// Compatibility and convenience conversions to and from [f32; 2]:
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impl From<[f32; 2]> for Vec2 {
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#[inline(always)]
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fn from(v: [f32; 2]) -> Self {
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Self { x: v[0], y: v[1] }
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}
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}
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impl From<&[f32; 2]> for Vec2 {
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#[inline(always)]
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fn from(v: &[f32; 2]) -> Self {
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Self { x: v[0], y: v[1] }
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}
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}
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impl From<Vec2> for [f32; 2] {
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#[inline(always)]
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fn from(v: Vec2) -> Self {
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[v.x, v.y]
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}
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}
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impl From<&Vec2> for [f32; 2] {
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#[inline(always)]
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fn from(v: &Vec2) -> Self {
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[v.x, v.y]
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}
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@ -50,24 +54,28 @@ impl From<&Vec2> for [f32; 2] {
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// Compatibility and convenience conversions to and from (f32, f32):
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impl From<(f32, f32)> for Vec2 {
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#[inline(always)]
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fn from(v: (f32, f32)) -> Self {
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Self { x: v.0, y: v.1 }
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}
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}
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impl From<&(f32, f32)> for Vec2 {
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#[inline(always)]
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fn from(v: &(f32, f32)) -> Self {
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Self { x: v.0, y: v.1 }
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}
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}
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impl From<Vec2> for (f32, f32) {
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#[inline(always)]
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fn from(v: Vec2) -> Self {
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(v.x, v.y)
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}
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}
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impl From<&Vec2> for (f32, f32) {
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#[inline(always)]
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fn from(v: &Vec2) -> Self {
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(v.x, v.y)
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}
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@ -92,16 +100,20 @@ impl Vec2 {
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Self::INFINITY
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}
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#[inline(always)]
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pub const fn new(x: f32, y: f32) -> Self {
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Self { x, y }
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}
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/// Set both `x` and `y` to the same value.
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#[inline(always)]
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pub const fn splat(v: f32) -> Self {
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Self { x: v, y: v }
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}
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/// Safe normalize: returns zero if input is zero.
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#[must_use]
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#[inline(always)]
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pub fn normalized(self) -> Self {
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let len = self.length();
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if len <= 0.0 {
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@ -118,10 +130,12 @@ impl Vec2 {
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vec2(self.y, -self.x)
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}
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#[inline(always)]
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pub fn length(self) -> f32 {
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self.x.hypot(self.y)
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}
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#[inline(always)]
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pub fn length_sq(self) -> f32 {
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self.x * self.x + self.y * self.y
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}
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@ -129,6 +143,7 @@ impl Vec2 {
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/// Create a unit vector with the given angle (in radians).
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/// * An angle of zero gives the unit X axis.
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/// * An angle of 𝞃/4 = 90° gives the unit Y axis.
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#[inline(always)]
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pub fn angled(angle: f32) -> Self {
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vec2(angle.cos(), angle.sin())
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}
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@ -191,6 +206,7 @@ impl Vec2 {
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impl std::ops::Index<usize> for Vec2 {
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type Output = f32;
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fn index(&self, index: usize) -> &f32 {
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match index {
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0 => &self.x,
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@ -215,12 +231,14 @@ impl Eq for Vec2 {}
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impl Neg for Vec2 {
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type Output = Vec2;
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#[inline(always)]
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fn neg(self) -> Vec2 {
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vec2(-self.x, -self.y)
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}
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}
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impl AddAssign for Vec2 {
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#[inline(always)]
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fn add_assign(&mut self, rhs: Vec2) {
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*self = Vec2 {
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x: self.x + rhs.x,
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@ -230,6 +248,7 @@ impl AddAssign for Vec2 {
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}
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impl SubAssign for Vec2 {
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#[inline(always)]
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fn sub_assign(&mut self, rhs: Vec2) {
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*self = Vec2 {
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x: self.x - rhs.x,
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@ -240,6 +259,8 @@ impl SubAssign for Vec2 {
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impl Add for Vec2 {
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type Output = Vec2;
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#[inline(always)]
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fn add(self, rhs: Vec2) -> Vec2 {
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Vec2 {
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x: self.x + rhs.x,
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@ -250,6 +271,8 @@ impl Add for Vec2 {
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||||
impl Sub for Vec2 {
|
||||
type Output = Vec2;
|
||||
|
||||
#[inline(always)]
|
||||
fn sub(self, rhs: Vec2) -> Vec2 {
|
||||
Vec2 {
|
||||
x: self.x - rhs.x,
|
||||
|
@ -261,6 +284,8 @@ impl Sub for Vec2 {
|
|||
/// Element-wise multiplication
|
||||
impl Mul<Vec2> for Vec2 {
|
||||
type Output = Vec2;
|
||||
|
||||
#[inline(always)]
|
||||
fn mul(self, vec: Vec2) -> Vec2 {
|
||||
Vec2 {
|
||||
x: self.x * vec.x,
|
||||
|
@ -272,6 +297,8 @@ impl Mul<Vec2> for Vec2 {
|
|||
/// Element-wise division
|
||||
impl Div<Vec2> for Vec2 {
|
||||
type Output = Vec2;
|
||||
|
||||
#[inline(always)]
|
||||
fn div(self, rhs: Vec2) -> Vec2 {
|
||||
Vec2 {
|
||||
x: self.x / rhs.x,
|
||||
|
@ -281,6 +308,7 @@ impl Div<Vec2> for Vec2 {
|
|||
}
|
||||
|
||||
impl MulAssign<f32> for Vec2 {
|
||||
#[inline(always)]
|
||||
fn mul_assign(&mut self, rhs: f32) {
|
||||
self.x *= rhs;
|
||||
self.y *= rhs;
|
||||
|
@ -289,6 +317,8 @@ impl MulAssign<f32> for Vec2 {
|
|||
|
||||
impl Mul<f32> for Vec2 {
|
||||
type Output = Vec2;
|
||||
|
||||
#[inline(always)]
|
||||
fn mul(self, factor: f32) -> Vec2 {
|
||||
Vec2 {
|
||||
x: self.x * factor,
|
||||
|
@ -299,6 +329,8 @@ impl Mul<f32> for Vec2 {
|
|||
|
||||
impl Mul<Vec2> for f32 {
|
||||
type Output = Vec2;
|
||||
|
||||
#[inline(always)]
|
||||
fn mul(self, vec: Vec2) -> Vec2 {
|
||||
Vec2 {
|
||||
x: self * vec.x,
|
||||
|
@ -309,6 +341,8 @@ impl Mul<Vec2> for f32 {
|
|||
|
||||
impl Div<f32> for Vec2 {
|
||||
type Output = Vec2;
|
||||
|
||||
#[inline(always)]
|
||||
fn div(self, factor: f32) -> Vec2 {
|
||||
Vec2 {
|
||||
x: self.x / factor,
|
||||
|
|
|
@ -100,19 +100,27 @@ impl Color32 {
|
|||
Self([l, l, l, 0])
|
||||
}
|
||||
|
||||
#[inline(always)]
|
||||
pub fn is_opaque(&self) -> bool {
|
||||
self.a() == 255
|
||||
}
|
||||
|
||||
#[inline(always)]
|
||||
pub fn r(&self) -> u8 {
|
||||
self.0[0]
|
||||
}
|
||||
|
||||
#[inline(always)]
|
||||
pub fn g(&self) -> u8 {
|
||||
self.0[1]
|
||||
}
|
||||
|
||||
#[inline(always)]
|
||||
pub fn b(&self) -> u8 {
|
||||
self.0[2]
|
||||
}
|
||||
|
||||
#[inline(always)]
|
||||
pub fn a(&self) -> u8 {
|
||||
self.0[3]
|
||||
}
|
||||
|
@ -129,11 +137,13 @@ impl Color32 {
|
|||
}
|
||||
|
||||
/// Premultiplied RGBA
|
||||
#[inline(always)]
|
||||
pub fn to_array(&self) -> [u8; 4] {
|
||||
[self.r(), self.g(), self.b(), self.a()]
|
||||
}
|
||||
|
||||
/// Premultiplied RGBA
|
||||
#[inline(always)]
|
||||
pub fn to_tuple(&self) -> (u8, u8, u8, u8) {
|
||||
(self.r(), self.g(), self.b(), self.a())
|
||||
}
|
||||
|
@ -212,6 +222,7 @@ impl Rgba {
|
|||
}
|
||||
|
||||
/// Multiply with e.g. 0.5 to make us half transparent
|
||||
#[inline(always)]
|
||||
pub fn multiply(self, alpha: f32) -> Self {
|
||||
Self([
|
||||
alpha * self[0],
|
||||
|
@ -221,15 +232,22 @@ impl Rgba {
|
|||
])
|
||||
}
|
||||
|
||||
#[inline(always)]
|
||||
pub fn r(&self) -> f32 {
|
||||
self.0[0]
|
||||
}
|
||||
|
||||
#[inline(always)]
|
||||
pub fn g(&self) -> f32 {
|
||||
self.0[1]
|
||||
}
|
||||
|
||||
#[inline(always)]
|
||||
pub fn b(&self) -> f32 {
|
||||
self.0[2]
|
||||
}
|
||||
|
||||
#[inline(always)]
|
||||
pub fn a(&self) -> f32 {
|
||||
self.0[3]
|
||||
}
|
||||
|
@ -258,6 +276,8 @@ impl Rgba {
|
|||
|
||||
impl std::ops::Add for Rgba {
|
||||
type Output = Rgba;
|
||||
|
||||
#[inline(always)]
|
||||
fn add(self, rhs: Rgba) -> Rgba {
|
||||
Rgba([
|
||||
self[0] + rhs[0],
|
||||
|
@ -270,6 +290,8 @@ impl std::ops::Add for Rgba {
|
|||
|
||||
impl std::ops::Mul<Rgba> for Rgba {
|
||||
type Output = Rgba;
|
||||
|
||||
#[inline(always)]
|
||||
fn mul(self, other: Rgba) -> Rgba {
|
||||
Rgba([
|
||||
self[0] * other[0],
|
||||
|
@ -282,6 +304,8 @@ impl std::ops::Mul<Rgba> for Rgba {
|
|||
|
||||
impl std::ops::Mul<f32> for Rgba {
|
||||
type Output = Rgba;
|
||||
|
||||
#[inline(always)]
|
||||
fn mul(self, factor: f32) -> Rgba {
|
||||
Rgba([
|
||||
self[0] * factor,
|
||||
|
@ -294,6 +318,8 @@ impl std::ops::Mul<f32> for Rgba {
|
|||
|
||||
impl std::ops::Mul<Rgba> for f32 {
|
||||
type Output = Rgba;
|
||||
|
||||
#[inline(always)]
|
||||
fn mul(self, rgba: Rgba) -> Rgba {
|
||||
Rgba([
|
||||
self * rgba[0],
|
||||
|
|
|
@ -92,6 +92,7 @@ impl Mesh {
|
|||
}
|
||||
}
|
||||
|
||||
#[inline(always)]
|
||||
pub fn colored_vertex(&mut self, pos: Pos2, color: Color32) {
|
||||
debug_assert!(self.texture_id == TextureId::Egui);
|
||||
self.vertices.push(Vertex {
|
||||
|
@ -102,6 +103,7 @@ impl Mesh {
|
|||
}
|
||||
|
||||
/// Add a triangle.
|
||||
#[inline(always)]
|
||||
pub fn add_triangle(&mut self, a: u32, b: u32, c: u32) {
|
||||
self.indices.push(a);
|
||||
self.indices.push(b);
|
||||
|
@ -110,12 +112,14 @@ impl Mesh {
|
|||
|
||||
/// Make room for this many additional triangles (will reserve 3x as many indices).
|
||||
/// See also `reserve_vertices`.
|
||||
#[inline(always)]
|
||||
pub fn reserve_triangles(&mut self, additional_triangles: usize) {
|
||||
self.indices.reserve(3 * additional_triangles);
|
||||
}
|
||||
|
||||
/// Make room for this many additional vertices.
|
||||
/// See also `reserve_triangles`.
|
||||
#[inline(always)]
|
||||
pub fn reserve_vertices(&mut self, additional: usize) {
|
||||
self.vertices.reserve(additional);
|
||||
}
|
||||
|
@ -151,6 +155,7 @@ impl Mesh {
|
|||
}
|
||||
|
||||
/// Uniformly colored rectangle.
|
||||
#[inline(always)]
|
||||
pub fn add_colored_rect(&mut self, rect: Rect, color: Color32) {
|
||||
debug_assert!(self.texture_id == TextureId::Egui);
|
||||
self.add_rect_with_uv(rect, [WHITE_UV, WHITE_UV].into(), color)
|
||||
|
|
|
@ -34,10 +34,12 @@ pub struct PathPoint {
|
|||
struct Path(Vec<PathPoint>);
|
||||
|
||||
impl Path {
|
||||
#[inline(always)]
|
||||
pub fn clear(&mut self) {
|
||||
self.0.clear();
|
||||
}
|
||||
|
||||
#[inline(always)]
|
||||
pub fn reserve(&mut self, additional: usize) {
|
||||
self.0.reserve(additional)
|
||||
}
|
||||
|
|
|
@ -138,10 +138,12 @@ impl FontImpl {
|
|||
}
|
||||
|
||||
/// Height of one row of text. In points
|
||||
#[inline(always)]
|
||||
pub fn row_height(&self) -> f32 {
|
||||
self.height_in_points
|
||||
}
|
||||
|
||||
#[inline(always)]
|
||||
pub fn pixels_per_point(&self) -> f32 {
|
||||
self.pixels_per_point
|
||||
}
|
||||
|
@ -202,11 +204,13 @@ impl Font {
|
|||
slf
|
||||
}
|
||||
|
||||
#[inline]
|
||||
pub fn round_to_pixel(&self, point: f32) -> f32 {
|
||||
(point * self.pixels_per_point).round() / self.pixels_per_point
|
||||
}
|
||||
|
||||
/// Height of one row of text. In points
|
||||
#[inline(always)]
|
||||
pub fn row_height(&self) -> f32 {
|
||||
self.row_height
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue