[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
@@ -1406,7 +1406,6 @@ void DrawRectangle(const VertexData &v0, const VertexData &v1, const BinCoords &
void DrawPoint(const VertexData &v0, const BinCoords &range, const RasterizerState &state) {
ScreenCoords pos = v0.screenpos;
Vec4<int> prim_color = Vec4<int>::FromRGBA(v0.color0);
Vec3<int> sec_color = Vec3<int>::FromRGB(v0.color1);
auto &pixelID = state.pixelID;
auto &samplerID = state.samplerID;
@@ -1446,8 +1445,10 @@ void DrawPoint(const VertexData &v0, const BinCoords &range, const RasterizerSta
prim_color = ApplyTexturingSingle(s, t, ToVec4IntArg(prim_color), texLevel, texLevelFrac, bilinear, state);
}
if (!pixelID.clearMode)
if (!pixelID.clearMode) {
Vec3<int> sec_color = Vec3<int>::FromRGB(v0.color1);
prim_color += Vec4<int>(sec_color, 0);
}
u8 fog = 255;
if (pixelID.applyFog) {