Rasterizer: Shorten code using helper variables
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		| @@ -344,6 +344,7 @@ static void ProcessTriangleInternal(const Shader::OutputVertex& v0, | ||||
| { | ||||
|     const auto& regs = g_state.regs; | ||||
|     const auto& framebuffer = regs.framebuffer; | ||||
|     const auto& output_merger = regs.output_merger; | ||||
|     MICROPROFILE_SCOPE(GPU_Rasterization); | ||||
|  | ||||
|     // vertex positions in rasterizer coordinates | ||||
| @@ -424,8 +425,8 @@ static void ProcessTriangleInternal(const Shader::OutputVertex& v0, | ||||
|     auto textures = regs.GetTextures(); | ||||
|     auto tev_stages = regs.GetTevStages(); | ||||
|  | ||||
|     bool stencil_action_enable = g_state.regs.output_merger.stencil_test.enable && framebuffer.depth_format == Regs::DepthFormat::D24S8; | ||||
|     const auto stencil_test = g_state.regs.output_merger.stencil_test; | ||||
|     bool stencil_action_enable = output_merger.stencil_test.enable && framebuffer.depth_format == Regs::DepthFormat::D24S8; | ||||
|     const auto stencil_test = output_merger.stencil_test; | ||||
|  | ||||
|     // Enter rasterization loop, starting at the center of the topleft bounding box corner. | ||||
|     // TODO: Not sure if looping through x first might be faster | ||||
| @@ -841,7 +842,6 @@ static void ProcessTriangleInternal(const Shader::OutputVertex& v0, | ||||
|                 } | ||||
|             } | ||||
|  | ||||
|             const auto& output_merger = regs.output_merger; | ||||
|             // TODO: Does alpha testing happen before or after stencil? | ||||
|             if (output_merger.alpha_test.enable) { | ||||
|                 bool pass = false; | ||||
|   | ||||
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	 Jannik Vogel
					Jannik Vogel