From 26a463506edfefae01c05f2b1337ce0d7b91a20e Mon Sep 17 00:00:00 2001 From: Jelle Raaijmakers Date: Sun, 17 Apr 2022 20:41:43 +0200 Subject: [PATCH] LibSoftGPU: Use `AK::abs` directly instead of `fabsf` Let's not go through LibC. --- Userland/Libraries/LibSoftGPU/Device.cpp | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/Userland/Libraries/LibSoftGPU/Device.cpp b/Userland/Libraries/LibSoftGPU/Device.cpp index b7d8455caf..a746921cd3 100644 --- a/Userland/Libraries/LibSoftGPU/Device.cpp +++ b/Userland/Libraries/LibSoftGPU/Device.cpp @@ -246,9 +246,9 @@ void Device::rasterize_triangle(Triangle const& triangle) f32x4 vertex1_fog_depth; f32x4 vertex2_fog_depth; if (m_options.fog_enabled) { - vertex0_fog_depth = expand4(fabsf(vertex0.eye_coordinates.z())); - vertex1_fog_depth = expand4(fabsf(vertex1.eye_coordinates.z())); - vertex2_fog_depth = expand4(fabsf(vertex2.eye_coordinates.z())); + vertex0_fog_depth = expand4(AK::abs(vertex0.eye_coordinates.z())); + vertex1_fog_depth = expand4(AK::abs(vertex1.eye_coordinates.z())); + vertex2_fog_depth = expand4(AK::abs(vertex2.eye_coordinates.z())); } float const render_bounds_left = render_bounds.left();