Pica/VertexShader: Small optimization.
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		| @@ -118,9 +118,9 @@ static void ProcessShaderCode(VertexShaderState& state) { | ||||
|         const Instruction& instr = *(const Instruction*)state.program_counter; | ||||
|         const SwizzlePattern& swizzle = *(SwizzlePattern*)&swizzle_data[instr.common.operand_desc_id]; | ||||
|  | ||||
|         auto call = [&](std::stack<VertexShaderState::CallStackElement>& stack, u32 offset, u32 num_instructions, u32 return_offset) { | ||||
|         auto call = [&](VertexShaderState& state, u32 offset, u32 num_instructions, u32 return_offset) { | ||||
|             state.program_counter = &shader_memory[offset] - 1; // -1 to make sure when incrementing the PC we end up at the correct offset | ||||
|             stack.push({ offset + num_instructions, return_offset }); | ||||
|             state.call_stack.push({ offset + num_instructions, return_offset }); | ||||
|         }; | ||||
|         u32 binary_offset = state.program_counter - shader_memory.data(); | ||||
|  | ||||
| @@ -356,7 +356,7 @@ static void ProcessShaderCode(VertexShaderState& state) { | ||||
|                 break; | ||||
|  | ||||
|             case Instruction::OpCode::CALL: | ||||
|                 call(state.call_stack, | ||||
|                 call(state, | ||||
|                      instr.flow_control.dest_offset, | ||||
|                      instr.flow_control.num_instructions, | ||||
|                      binary_offset + 1); | ||||
| @@ -367,12 +367,12 @@ static void ProcessShaderCode(VertexShaderState& state) { | ||||
|  | ||||
|             case Instruction::OpCode::IFU: | ||||
|                 if (shader_uniforms.b[instr.flow_control.bool_uniform_id]) { | ||||
|                     call(state.call_stack, | ||||
|                     call(state, | ||||
|                          binary_offset + 1, | ||||
|                          instr.flow_control.dest_offset - binary_offset - 1, | ||||
|                          instr.flow_control.dest_offset + instr.flow_control.num_instructions); | ||||
|                 } else { | ||||
|                     call(state.call_stack, | ||||
|                     call(state, | ||||
|                          instr.flow_control.dest_offset, | ||||
|                          instr.flow_control.num_instructions, | ||||
|                          instr.flow_control.dest_offset + instr.flow_control.num_instructions); | ||||
| @@ -407,12 +407,12 @@ static void ProcessShaderCode(VertexShaderState& state) { | ||||
|                 } | ||||
|  | ||||
|                 if (results[2]) { | ||||
|                     call(state.call_stack, | ||||
|                     call(state, | ||||
|                          binary_offset + 1, | ||||
|                          instr.flow_control.dest_offset - binary_offset - 1, | ||||
|                          instr.flow_control.dest_offset + instr.flow_control.num_instructions); | ||||
|                 } else { | ||||
|                     call(state.call_stack, | ||||
|                     call(state, | ||||
|                          instr.flow_control.dest_offset, | ||||
|                          instr.flow_control.num_instructions, | ||||
|                          instr.flow_control.dest_offset + instr.flow_control.num_instructions); | ||||
|   | ||||
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	 Tony Wasserka
					Tony Wasserka