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Rasterizer: Shorten code using helper variables
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431df448ef
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@ -344,6 +344,7 @@ static void ProcessTriangleInternal(const Shader::OutputVertex& v0,
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{
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{
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const auto& regs = g_state.regs;
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const auto& regs = g_state.regs;
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const auto& framebuffer = regs.framebuffer;
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const auto& framebuffer = regs.framebuffer;
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const auto& output_merger = regs.output_merger;
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MICROPROFILE_SCOPE(GPU_Rasterization);
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MICROPROFILE_SCOPE(GPU_Rasterization);
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// vertex positions in rasterizer coordinates
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// vertex positions in rasterizer coordinates
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@ -424,8 +425,8 @@ static void ProcessTriangleInternal(const Shader::OutputVertex& v0,
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auto textures = regs.GetTextures();
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auto textures = regs.GetTextures();
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auto tev_stages = regs.GetTevStages();
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auto tev_stages = regs.GetTevStages();
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bool stencil_action_enable = g_state.regs.output_merger.stencil_test.enable && framebuffer.depth_format == Regs::DepthFormat::D24S8;
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bool stencil_action_enable = output_merger.stencil_test.enable && framebuffer.depth_format == Regs::DepthFormat::D24S8;
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const auto stencil_test = g_state.regs.output_merger.stencil_test;
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const auto stencil_test = output_merger.stencil_test;
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// Enter rasterization loop, starting at the center of the topleft bounding box corner.
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// Enter rasterization loop, starting at the center of the topleft bounding box corner.
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// TODO: Not sure if looping through x first might be faster
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// TODO: Not sure if looping through x first might be faster
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@ -841,7 +842,6 @@ static void ProcessTriangleInternal(const Shader::OutputVertex& v0,
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}
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}
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}
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}
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const auto& output_merger = regs.output_merger;
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// TODO: Does alpha testing happen before or after stencil?
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// TODO: Does alpha testing happen before or after stencil?
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if (output_merger.alpha_test.enable) {
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if (output_merger.alpha_test.enable) {
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bool pass = false;
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bool pass = false;
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