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