mirror of https://github.com/PCSX2/pcsx2.git
GS:SW: Use restrict on DrawTriangleSection
Improves compiler optimization
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24de0866f7
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@ -553,7 +553,7 @@ void GSRasterizer::DrawTriangle(const GSVertexSW* vertex, const u32* index)
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}
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}
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void GSRasterizer::DrawTriangleSection(int top, int bottom, GSVertexSW2& edge, const GSVertexSW2& dedge, const GSVertexSW2& dscan, const GSVector4& p0)
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void GSRasterizer::DrawTriangleSection(int top, int bottom, GSVertexSW2& RESTRICT edge, const GSVertexSW2& RESTRICT dedge, const GSVertexSW2& RESTRICT dscan, const GSVector4& RESTRICT p0)
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{
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ASSERT(top < bottom);
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ASSERT(edge.p.x <= edge.p.y);
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@ -732,7 +732,7 @@ void GSRasterizer::DrawTriangle(const GSVertexSW* vertex, const u32* index)
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}
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}
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void GSRasterizer::DrawTriangleSection(int top, int bottom, GSVertexSW& edge, const GSVertexSW& dedge, const GSVertexSW& dscan, const GSVector4& p0)
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void GSRasterizer::DrawTriangleSection(int top, int bottom, GSVertexSW& RESTRICT edge, const GSVertexSW& RESTRICT dedge, const GSVertexSW& RESTRICT dscan, const GSVector4& RESTRICT p0)
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{
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ASSERT(top < bottom);
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ASSERT(edge.p.x <= edge.p.y);
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@ -150,9 +150,9 @@ protected:
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void DrawSprite(const GSVertexSW* vertex, const u32* index);
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#if _M_SSE >= 0x501
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__forceinline void DrawTriangleSection(int top, int bottom, GSVertexSW2& edge, const GSVertexSW2& dedge, const GSVertexSW2& dscan, const GSVector4& p0);
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__forceinline void DrawTriangleSection(int top, int bottom, GSVertexSW2& RESTRICT edge, const GSVertexSW2& RESTRICT dedge, const GSVertexSW2& RESTRICT dscan, const GSVector4& RESTRICT p0);
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#else
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__forceinline void DrawTriangleSection(int top, int bottom, GSVertexSW& edge, const GSVertexSW& dedge, const GSVertexSW& dscan, const GSVector4& p0);
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__forceinline void DrawTriangleSection(int top, int bottom, GSVertexSW& RESTRICT edge, const GSVertexSW& RESTRICT dedge, const GSVertexSW& RESTRICT dscan, const GSVector4& RESTRICT p0);
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#endif
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void DrawEdge(const GSVertexSW& v0, const GSVertexSW& v1, const GSVertexSW& dv, int orientation, int side);
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