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shader_interpreter: use std::inner_product for the dot product

Same thing, less code.
This commit is contained in:
Lioncash 2016-03-17 00:55:55 -04:00
parent 0c0fb463f0
commit 4d89df8df2
1 changed files with 3 additions and 5 deletions

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@ -2,10 +2,10 @@
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include <common/file_util.h>
#include <numeric>
#include <nihstro/shader_bytecode.h>
#include "common/file_util.h"
#include "video_core/pica.h"
#include "video_core/pica_state.h"
#include "video_core/shader/shader.h"
@ -214,10 +214,8 @@ void RunInterpreter(UnitState<Debug>& state) {
if (opcode == OpCode::Id::DPH || opcode == OpCode::Id::DPHI)
src1[3] = float24::FromFloat32(1.0f);
float24 dot = float24::FromFloat32(0.f);
int num_components = (opcode == OpCode::Id::DP3) ? 3 : 4;
for (int i = 0; i < num_components; ++i)
dot = dot + src1[i] * src2[i];
float24 dot = std::inner_product(src1, src1 + num_components, src2, float24::FromFloat32(0.f));
for (int i = 0; i < 4; ++i) {
if (!swizzle.DestComponentEnabled(i))