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swrasterizer/proctex: Take regs and state by const reference
Avoids unnecessarily copying 512 bytes and 3584 bytes upon every invocation.
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@ -45,7 +45,7 @@ static float NoiseRand2D(unsigned int x, unsigned int y) {
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return -1.0f + v2 * 2.0f / 15.0f;
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}
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static float NoiseCoef(float u, float v, TexturingRegs regs, State::ProcTex state) {
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static float NoiseCoef(float u, float v, const TexturingRegs& regs, const State::ProcTex& state) {
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const float freq_u = float16::FromRaw(regs.proctex_noise_frequency.u).ToFloat32();
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const float freq_v = float16::FromRaw(regs.proctex_noise_frequency.v).ToFloat32();
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const float phase_u = float16::FromRaw(regs.proctex_noise_u.phase).ToFloat32();
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@ -154,7 +154,7 @@ static float CombineAndMap(float u, float v, ProcTexCombiner combiner,
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return LookupLUT(map_table, f);
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}
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Common::Vec4<u8> ProcTex(float u, float v, TexturingRegs regs, State::ProcTex state) {
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Common::Vec4<u8> ProcTex(float u, float v, const TexturingRegs& regs, const State::ProcTex& state) {
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u = std::abs(u);
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v = std::abs(v);
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@ -9,6 +9,6 @@
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namespace Pica::Rasterizer {
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/// Generates procedural texture color for the given coordinates
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Common::Vec4<u8> ProcTex(float u, float v, TexturingRegs regs, State::ProcTex state);
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Common::Vec4<u8> ProcTex(float u, float v, const TexturingRegs& regs, const State::ProcTex& state);
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} // namespace Pica::Rasterizer
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