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	Pica/Rasterizer: Make some local lambdas static.
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					 1 changed files with 8 additions and 8 deletions
				
			
		|  | @ -120,12 +120,12 @@ static void ProcessTriangleInternal(const VertexShader::OutputVertex& v0, | ||||||
|                                     bool reversed = false) |                                     bool reversed = false) | ||||||
| { | { | ||||||
|     // vertex positions in rasterizer coordinates
 |     // vertex positions in rasterizer coordinates
 | ||||||
|     auto FloatToFix = [](float24 flt) { |     static auto FloatToFix = [](float24 flt) { | ||||||
|         // TODO: Rounding here is necessary to prevent garbage pixels at
 |         // TODO: Rounding here is necessary to prevent garbage pixels at
 | ||||||
|         //       triangle borders. Is it that the correct solution, though?
 |         //       triangle borders. Is it that the correct solution, though?
 | ||||||
|         return Fix12P4(static_cast<unsigned short>(round(flt.ToFloat32() * 16.0f))); |         return Fix12P4(static_cast<unsigned short>(round(flt.ToFloat32() * 16.0f))); | ||||||
|     }; |     }; | ||||||
|     auto ScreenToRasterizerCoordinates = [FloatToFix](const Math::Vec3<float24> vec) { |     static auto ScreenToRasterizerCoordinates = [](const Math::Vec3<float24>& vec) { | ||||||
|         return Math::Vec3<Fix12P4>{FloatToFix(vec.x), FloatToFix(vec.y), FloatToFix(vec.z)}; |         return Math::Vec3<Fix12P4>{FloatToFix(vec.x), FloatToFix(vec.y), FloatToFix(vec.z)}; | ||||||
|     }; |     }; | ||||||
| 
 | 
 | ||||||
|  |  | ||||||
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