Shader: Refactor output_mask copy loop to function

This commit is contained in:
Yuri Kunde Schlesner 2017-12-09 20:23:27 -08:00
parent a5aa5e2b2d
commit 0184419814

View file

@ -77,13 +77,18 @@ void UnitState::LoadInput(const ShaderRegs& config, const AttributeBuffer& input
}
}
void UnitState::WriteOutput(const ShaderRegs& config, AttributeBuffer& output) {
unsigned int output_i = 0;
for (unsigned int reg : Common::BitSet<u32>(config.output_mask)) {
output.attr[output_i++] = registers.output[reg];
static void CopyRegistersToOutput(const Math::Vec4<float24>* regs, u32 mask,
AttributeBuffer& buffer) {
int output_i = 0;
for (int reg : Common::BitSet<u32>(mask)) {
buffer.attr[output_i++] = regs[reg];
}
}
void UnitState::WriteOutput(const ShaderRegs& config, AttributeBuffer& output) {
CopyRegistersToOutput(registers.output, config.output_mask, output);
}
UnitState::UnitState(GSEmitter* emitter) : emitter_ptr(emitter) {}
GSEmitter::GSEmitter() {
@ -102,10 +107,7 @@ void GSEmitter::Emit(Math::Vec4<float24> (&vertex)[16]) {
handlers->winding_setter();
for (size_t i = 0; i < buffer.size(); ++i) {
AttributeBuffer output;
unsigned int output_i = 0;
for (unsigned int reg : Common::BitSet<u32>(output_mask)) {
output.attr[output_i++] = buffer[i][reg];
}
CopyRegistersToOutput(buffer[i].data(), output_mask, output);
handlers->vertex_handler(output);
}
}