SW NativeVertexFormat: Utilize std::array where applicable

Gets rid of some hardcoded looping bounds, and also simplifies code in
some places, sometimes allowing for removal of a loop altogether.
This commit is contained in:
Lioncash
2017-08-19 11:08:09 -04:00
parent c12418788a
commit ffaa9a3bea
4 changed files with 27 additions and 27 deletions

View File

@ -4,6 +4,9 @@
#pragma once
#include <array>
#include <cstddef>
#include "Common/CommonTypes.h"
#include "VideoBackends/Software/Vec3.h"
@ -18,12 +21,12 @@ struct Vec4
struct InputVertexData
{
u8 posMtx;
u8 texMtx[8];
std::array<u8, 8> texMtx;
Vec3 position;
Vec3 normal[3];
u8 color[2][4];
float texCoords[8][2];
std::array<Vec3, 3> normal;
std::array<std::array<u8, 4>, 2> color;
std::array<std::array<float, 2>, 8> texCoords;
};
struct OutputVertexData
@ -40,9 +43,9 @@ struct OutputVertexData
Vec3 mvPosition = {};
Vec4 projectedPosition = {};
Vec3 screenPosition = {};
Vec3 normal[3] = {};
u8 color[2][4] = {};
Vec3 texCoords[8] = {};
std::array<Vec3, 3> normal{};
std::array<std::array<u8, 4>, 2> color{};
std::array<Vec3, 8> texCoords{};
void Lerp(float t, const OutputVertexData* a, const OutputVertexData* b)
{
@ -57,19 +60,19 @@ struct OutputVertexData
projectedPosition.z = LINTERP(t, a->projectedPosition.z, b->projectedPosition.z);
projectedPosition.w = LINTERP(t, a->projectedPosition.w, b->projectedPosition.w);
for (int i = 0; i < 3; ++i)
for (std::size_t i = 0; i < normal.size(); ++i)
{
normal[i] = LINTERP(t, a->normal[i], b->normal[i]);
}
u16 t_int = (u16)(t * 256);
for (int i = 0; i < 4; ++i)
const u16 t_int = static_cast<u16>(t * 256);
for (std::size_t i = 0; i < color[0].size(); ++i)
{
color[0][i] = LINTERP_INT(t_int, a->color[0][i], b->color[0][i]);
color[1][i] = LINTERP_INT(t_int, a->color[1][i], b->color[1][i]);
}
for (int i = 0; i < 8; ++i)
for (std::size_t i = 0; i < texCoords.size(); ++i)
{
texCoords[i] = LINTERP(t, a->texCoords[i], b->texCoords[i]);
}