Madness trying to optimize assembly by reordering statements

This commit is contained in:
wheremyfoodat 2023-07-05 22:16:15 +03:00
parent 53db56ad9d
commit 883e1d4bd0

View file

@ -805,13 +805,14 @@ void Renderer::bindTexturesToSlots() {
glActiveTexture(GL_TEXTURE0);
}
void Renderer::updateLightingLUT(){
void Renderer::updateLightingLUT() {
gpu.lightingLUTDirty = false;
std::array<u16, GPU::LightingLutSize> u16_lightinglut;
for(int i = 0; i < gpu.lightingLUT.size(); i++){
for (int i = 0; i < gpu.lightingLUT.size(); i++) {
uint64_t value = gpu.lightingLUT[i] & ((1 << 12) - 1);
u16_lightinglut[i] = value * 65535 / 4095;
}
}
glActiveTexture(GL_TEXTURE0 + 3);
glBindTexture(GL_TEXTURE_1D_ARRAY, lightLUTTextureArray);
@ -821,7 +822,6 @@ void Renderer::updateLightingLUT(){
glTexParameteri(GL_TEXTURE_1D_ARRAY, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_1D_ARRAY, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glActiveTexture(GL_TEXTURE0);
gpu.lightingLUTDirty = false;
}
void Renderer::drawVertices(PICA::PrimType primType, std::span<const Vertex> vertices) {