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Pica/Rasterizer: Make some local lambdas static.

This commit is contained in:
Tony Wasserka 2015-02-18 12:14:40 +01:00
parent 1561204342
commit 6e5a903286

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@ -120,14 +120,14 @@ 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)};
}; };
Math::Vec3<Fix12P4> vtxpos[3]{ ScreenToRasterizerCoordinates(v0.screenpos), Math::Vec3<Fix12P4> vtxpos[3]{ ScreenToRasterizerCoordinates(v0.screenpos),
ScreenToRasterizerCoordinates(v1.screenpos), ScreenToRasterizerCoordinates(v1.screenpos),