Use const
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@ -2541,10 +2541,10 @@ std::string VshPostProcess_Expp(std::string shader) {
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// Find usages of exp with each swizzle
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// If there's no swizzle, we should still match so we do the calculation
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// for all components
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auto exp_x = std::regex("expp (\\w\\d\\d?)(\\.x)?, (.+)$");
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auto exp_y = std::regex("expp (\\w\\d\\d?)(\\.y)?, (.+)$");
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auto exp_z = std::regex("expp (\\w\\d\\d?)(\\.z)?, (.+)$");
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auto exp_w = std::regex("expp (\\w\\d\\d?)(\\.w)?, (.+)$");
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const auto exp_x = std::regex("expp (\\w\\d\\d?)(\\.x)?, (.+)$");
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const auto exp_y = std::regex("expp (\\w\\d\\d?)(\\.y)?, (.+)$");
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const auto exp_z = std::regex("expp (\\w\\d\\d?)(\\.z)?, (.+)$");
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const auto exp_w = std::regex("expp (\\w\\d\\d?)(\\.w)?, (.+)$");
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// We operate on a scalar so the input should have a swizzle?
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@ -2560,16 +2560,16 @@ std::string VshPostProcess_Expp(std::string shader) {
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// dest.y = x - floor(x)
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// Test Case: Tony Hawk Pro Skater 2X
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auto exp_y_host = "frc $1.y, $3";
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const auto exp_y_host = "frc $1.y, $3";
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shader = std::regex_replace(shader, exp_y, exp_y_host);
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// dest.z = approximate 2 ^ x
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// Test Case: Mechassault
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auto exp_z_host = "exp $1.z, $3";
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const auto exp_z_host = "exp $1.z, $3";
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shader = std::regex_replace(shader, exp_z, exp_z_host);
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// TODO dest.w = 1
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// auto exp_w_host = "mov $1.w, 1";
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// const auto exp_w_host = "mov $1.w, 1";
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//shader = std::regex_replace(shader, exp_w, exp_w_host);
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return shader;
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@ -2581,7 +2581,7 @@ std::string VshPostProcess_Expp(std::string shader) {
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// Test Case: Buffy the Vampire Slayer
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std::string VshPostProcess_TruncateMovA(std::string shader) {
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// find usages of mova
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auto movA = std::regex("mova a0\\.x, (.*)$");
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const auto movA = std::regex("mova a0\\.x, (.*)$");
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// The equivalent of floor() with a temp register
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// and use the floored value
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static auto truncate = UsingScratch(
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