diff --git a/GPU/Common/SplineCommon.cpp b/GPU/Common/SplineCommon.cpp index fce216a19e..1f0f7e7db9 100644 --- a/GPU/Common/SplineCommon.cpp +++ b/GPU/Common/SplineCommon.cpp @@ -94,11 +94,11 @@ public: // http://en.wikipedia.org/wiki/Bernstein_polynomial template -static T Bernstein3D(const T& p0, const T& p1, const T& p2, const T& p3, const float w[4]) { - if (w[0] == 1) return p0; - if (w[3] == 1) return p3; +static T Bernstein3D(const T *p, const float w[4]) { + if (w[0] == 1) return p[0]; + if (w[3] == 1) return p[3]; // Linear combination - return p0 * w[0] + p1 * w[1] + p2 * w[2] + p3 * w[3]; + return p[0] * w[0] + p[1] * w[1] + p[2] * w[2] + p[3] * w[3]; } class Spline3DWeight { @@ -507,23 +507,13 @@ void TessellateSplinePatch(u8 *&dest, u16 *indices, int &count, const SplinePatc template struct PrecomputedCurves { PrecomputedCurves(int count) { - horiz1 = (T *)AllocateAlignedMemory(count * 4 * sizeof(T), 16); - horiz2 = horiz1 + count * 1; - horiz3 = horiz1 + count * 2; - horiz4 = horiz1 + count * 3; - } - ~PrecomputedCurves() { - FreeAlignedMemory(horiz1); } T Bernstein3D(int u, const float w[4]) { - return ::Bernstein3D(horiz1[u], horiz2[u], horiz3[u], horiz4[u], w); + return ::Bernstein3D(horiz, w); } - T *horiz1; - T *horiz2; - T *horiz3; - T *horiz4; + T horiz[4]; }; static void _BezierPatchHighQuality(u8 *&dest, u16 *&indices, int &count, int tess_u, int tess_v, const BezierPatch &patch, u32 origVertType) { @@ -557,36 +547,34 @@ static void _BezierPatchHighQuality(u8 *&dest, u16 *&indices, int &count, int te _col[point] = &patch.col[idx]; _tex[point] = &patch.tex[idx]; } - for (int i = 0; i < tess_u + 1; i++) { - const Weight &wu = weights.u[i]; - prepos.horiz1[i] = Bernstein3D(*_pos[0], *_pos[1], *_pos[2], *_pos[3], wu.weights); - prepos.horiz2[i] = Bernstein3D(*_pos[4], *_pos[5], *_pos[6], *_pos[7], wu.weights); - prepos.horiz3[i] = Bernstein3D(*_pos[8], *_pos[9], *_pos[10], *_pos[11], wu.weights); - prepos.horiz4[i] = Bernstein3D(*_pos[12], *_pos[13], *_pos[14], *_pos[15], wu.weights); + for (int tile_u = 0; tile_u < tess_u + 1; ++tile_u) { + const Weight &wu = weights.u[tile_u]; + prepos.horiz[0] = Bernstein3D(_pos[0], wu.weights); + prepos.horiz[1] = Bernstein3D(_pos[4], wu.weights); + prepos.horiz[2] = Bernstein3D(_pos[8], wu.weights); + prepos.horiz[3] = Bernstein3D(_pos[12], wu.weights); if (sampleColors) { - precol.horiz1[i] = Bernstein3D(*_col[0], *_col[1], *_col[2], *_col[3], wu.weights); - precol.horiz2[i] = Bernstein3D(*_col[4], *_col[5], *_col[6], *_col[7], wu.weights); - precol.horiz3[i] = Bernstein3D(*_col[8], *_col[9], *_col[10], *_col[11], wu.weights); - precol.horiz4[i] = Bernstein3D(*_col[12], *_col[13], *_col[14], *_col[15], wu.weights); + precol.horiz[0] = Bernstein3D(_col[0], wu.weights); + precol.horiz[1] = Bernstein3D(_col[4], wu.weights); + precol.horiz[2] = Bernstein3D(_col[8], wu.weights); + precol.horiz[3] = Bernstein3D(_col[12], wu.weights); } if (sampleTexcoords) { - pretex.horiz1[i] = Bernstein3D(*_tex[0], *_tex[1], *_tex[2], *_tex[3], wu.weights); - pretex.horiz2[i] = Bernstein3D(*_tex[4], *_tex[5], *_tex[6], *_tex[7], wu.weights); - pretex.horiz3[i] = Bernstein3D(*_tex[8], *_tex[9], *_tex[10], *_tex[11], wu.weights); - pretex.horiz4[i] = Bernstein3D(*_tex[12], *_tex[13], *_tex[14], *_tex[15], wu.weights); + pretex.horiz[0] = Bernstein3D(_tex[0], wu.weights); + pretex.horiz[1] = Bernstein3D(_tex[4], wu.weights); + pretex.horiz[2] = Bernstein3D(_tex[8], wu.weights); + pretex.horiz[3] = Bernstein3D(_tex[12], wu.weights); } if (computeNormals) { - prederivU.horiz1[i] = Bernstein3D(*_pos[0], *_pos[1], *_pos[2], *_pos[3], wu.derivs); - prederivU.horiz2[i] = Bernstein3D(*_pos[4], *_pos[5], *_pos[6], *_pos[7], wu.derivs); - prederivU.horiz3[i] = Bernstein3D(*_pos[8], *_pos[9], *_pos[10], *_pos[11], wu.derivs); - prederivU.horiz4[i] = Bernstein3D(*_pos[12], *_pos[13], *_pos[14], *_pos[15], wu.derivs); + prederivU.horiz[0] = Bernstein3D(_pos[0], wu.derivs); + prederivU.horiz[1] = Bernstein3D(_pos[4], wu.derivs); + prederivU.horiz[2] = Bernstein3D(_pos[8], wu.derivs); + prederivU.horiz[3] = Bernstein3D(_pos[12], wu.derivs); } - } - for (int tile_v = 0; tile_v < tess_v + 1; ++tile_v) { - for (int tile_u = 0; tile_u < tess_u + 1; ++tile_u) { + for (int tile_v = 0; tile_v < tess_v + 1; ++tile_v) { SimpleVertex &vert = vertices[tile_v * (tess_u + 1) + tile_u];