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-rw-r--r--indra/llrender/llrender.cpp14
1 files changed, 7 insertions, 7 deletions
diff --git a/indra/llrender/llrender.cpp b/indra/llrender/llrender.cpp
index 6dbde719f4..cdefefd38e 100644
--- a/indra/llrender/llrender.cpp
+++ b/indra/llrender/llrender.cpp
@@ -35,7 +35,7 @@
#include "llrendertarget.h"
#include "lltexture.h"
#include "llshadermgr.h"
-#include "llmd5.h"
+#include "hbxxh.h"
#if LL_WINDOWS
extern void APIENTRY gl_debug_callback(GLenum source,
@@ -79,7 +79,7 @@ struct LLVBCache
std::chrono::steady_clock::time_point touched;
};
-static std::unordered_map<std::size_t, LLVBCache> sVBCache;
+static std::unordered_map<U64, LLVBCache> sVBCache;
static const GLenum sGLTextureType[] =
{
@@ -1640,7 +1640,7 @@ void LLRender::flush()
if (mBuffer)
{
- LLMD5 hash;
+ HBXXH64 hash;
U32 attribute_mask = LLGLSLShader::sCurBoundShaderPtr->mAttributeMask;
{
@@ -1660,8 +1660,8 @@ void LLRender::flush()
hash.finalize();
}
- size_t vhash[2];
- hash.raw_digest((unsigned char*) vhash);
+
+ U64 vhash = hash.digest();
// check the VB cache before making a new vertex buffer
// This is a giant hack to deal with (mostly) our terrible UI rendering code
@@ -1672,7 +1672,7 @@ void LLRender::flush()
// To leverage this, we maintain a running hash of the vertex stream being
// built up before a flush, and then check that hash against a VB
// cache just before creating a vertex buffer in VRAM
- std::unordered_map<std::size_t, LLVBCache>::iterator cache = sVBCache.find(vhash[0]);
+ std::unordered_map<U64, LLVBCache>::iterator cache = sVBCache.find(vhash);
LLPointer<LLVertexBuffer> vb;
@@ -1705,7 +1705,7 @@ void LLRender::flush()
vb->unbind();
- sVBCache[vhash[0]] = { vb , std::chrono::steady_clock::now() };
+ sVBCache[vhash] = { vb , std::chrono::steady_clock::now() };
static U32 miss_count = 0;
miss_count++;