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GPU/HW: Tiny performance optimization in polygon loading
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@ -3,11 +3,12 @@
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#include "common/log.h"
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#include "common/state_wrapper.h"
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#include "cpu_core.h"
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#include "imgui.h"
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#include "pgxp.h"
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#include "settings.h"
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#include "system.h"
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#include <imgui.h>
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#include <sstream>
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#include <tuple>
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Log_SetChannel(GPU_HW);
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template<typename T>
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@ -344,10 +345,8 @@ void GPU_HW::LoadVertices()
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return;
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// Cull polygons which are too large.
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const s32 min_x_12 = std::min(native_vertex_positions[1][0], native_vertex_positions[2][0]);
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const s32 max_x_12 = std::max(native_vertex_positions[1][0], native_vertex_positions[2][0]);
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const s32 min_y_12 = std::min(native_vertex_positions[1][1], native_vertex_positions[2][1]);
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const s32 max_y_12 = std::max(native_vertex_positions[1][1], native_vertex_positions[2][1]);
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const auto [min_x_12, max_x_12] = MinMax(native_vertex_positions[1][0], native_vertex_positions[2][0]);
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const auto [min_y_12, max_y_12] = MinMax(native_vertex_positions[1][1], native_vertex_positions[2][1]);
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const s32 min_x = std::min(min_x_12, native_vertex_positions[0][0]);
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const s32 max_x = std::max(max_x_12, native_vertex_positions[0][0]);
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const s32 min_y = std::min(min_y_12, native_vertex_positions[0][1]);
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