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