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LibSoftGPU: Use AK::abs
directly instead of fabsf
Let's not go through LibC.
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1 changed files with 3 additions and 3 deletions
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@ -246,9 +246,9 @@ void Device::rasterize_triangle(Triangle const& triangle)
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f32x4 vertex1_fog_depth;
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f32x4 vertex2_fog_depth;
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if (m_options.fog_enabled) {
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vertex0_fog_depth = expand4(fabsf(vertex0.eye_coordinates.z()));
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vertex1_fog_depth = expand4(fabsf(vertex1.eye_coordinates.z()));
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vertex2_fog_depth = expand4(fabsf(vertex2.eye_coordinates.z()));
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vertex0_fog_depth = expand4(AK::abs(vertex0.eye_coordinates.z()));
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vertex1_fog_depth = expand4(AK::abs(vertex1.eye_coordinates.z()));
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vertex2_fog_depth = expand4(AK::abs(vertex2.eye_coordinates.z()));
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}
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float const render_bounds_left = render_bounds.left();
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