[GPU/Common/DX9/GLES/Software] Object out of scope optimization for better codegeneration (lower level scope)

This commit is contained in:
Herman Semenov
2023-12-20 12:34:34 +03:00
parent 2a31f8c6c0
commit ca94de8d4b
8 changed files with 15 additions and 11 deletions
+3 -2
View File
@@ -281,10 +281,11 @@ static inline float Dot33(const Vec3f &a, const Vec3f &b) {
template <bool useSSE4>
static void ProcessSIMD(VertexData &vertex, const WorldCoords &worldpos, const WorldCoords &worldnormal, const State &state) {
// Lighting blending rounds using the half offset method (like alpha blend.)
const Vec4<int> ones = Vec4<int>::AssignToAll(1);
Vec4<int> colorFactor;
if (state.colorForAmbient || state.colorForDiffuse || state.colorForSpecular)
if (state.colorForAmbient || state.colorForDiffuse || state.colorForSpecular) {
const Vec4<int> ones = Vec4<int>::AssignToAll(1);
colorFactor = LightColorFactor(vertex.color0, ones);
}
Vec4<int> mec = Vec4<int>::FromRGBA(gstate.getMaterialEmissive());