Optimise perspective divide assuming W is always positive
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@ -47,11 +47,12 @@ void SceneListBegin(GPUList list) {
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pvr_list_begin(list);
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pvr_list_begin(list);
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}
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}
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__attribute__((optimize("O3", "fast-math")))
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GL_FORCE_INLINE float _glFastInvert(float x) {
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GL_FORCE_INLINE float _glFastInvert(float x) {
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const float sgn = (x > 0) - (x < 0);
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return (1.f / __builtin_sqrtf(x * x));
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return sgn * (1.f / __builtin_sqrtf(x * x));
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}
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}
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__attribute__((optimize("O3", "fast-math")))
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GL_FORCE_INLINE void _glPerspectiveDivideVertex(Vertex* vertex, const float h) {
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GL_FORCE_INLINE void _glPerspectiveDivideVertex(Vertex* vertex, const float h) {
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const float f = _glFastInvert(vertex->w);
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const float f = _glFastInvert(vertex->w);
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@ -69,11 +70,8 @@ GL_FORCE_INLINE void _glPerspectiveDivideVertex(Vertex* vertex, const float h) {
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we add 1.0 to the Z to bring it into range. We add a little extra to
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we add 1.0 to the Z to bring it into range. We add a little extra to
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avoid a divide by zero.
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avoid a divide by zero.
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*/
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*/
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if(unlikely(vertex->w == 1.0f)) {
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vertex->xyz[2] = _glFastInvert(1.0001f + vertex->xyz[2]);
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vertex->xyz[2] = (vertex->w == 1.0f) ? _glFastInvert(1.0001f + vertex->xyz[2]) : f;
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} else {
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vertex->xyz[2] = f;
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}
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}
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}
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static uint32_t *d; // SQ target
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static uint32_t *d; // SQ target
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