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LibSoftGPU: Use multiplication instead of division for linear fog
Sampling profiling shows a reduction of nearly 60% for the linear fog calculation case.
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2 changed files with 4 additions and 1 deletions
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@ -110,6 +110,7 @@ private:
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Vector<Triangle> m_triangle_list;
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Vector<Triangle> m_processed_triangles;
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Vector<GPU::Vertex> m_clipped_vertices;
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float m_one_over_fog_depth;
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Array<Sampler, GPU::NUM_TEXTURE_UNITS> m_samplers;
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bool m_samplers_need_texture_staging { false };
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Array<GPU::Light, NUM_LIGHTS> m_lights;
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