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softgpu: Avoid unnecessary clearMode checks.
Already baked into the flag.
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@ -1038,7 +1038,7 @@ void DrawPoint(const VertexData &v0, const BinCoords &range, const RasterizerSta
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auto &pixelID = state.pixelID;
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auto &samplerID = state.samplerID;
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if (state.enableTextures && !pixelID.clearMode) {
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if (state.enableTextures) {
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float s = v0.texturecoords.s();
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float t = v0.texturecoords.t();
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if (state.throughMode) {
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@ -1064,7 +1064,7 @@ void DrawPoint(const VertexData &v0, const BinCoords &range, const RasterizerSta
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u16 z = pos.z;
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u8 fog = 255;
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if (pixelID.applyFog && !pixelID.clearMode) {
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if (pixelID.applyFog) {
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fog = ClampFogDepth(v0.fogdepth);
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}
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@ -1315,7 +1315,7 @@ void DrawLine(const VertexData &v0, const VertexData &v1, const BinCoords &range
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}
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u8 fog = 255;
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if (pixelID.applyFog && !pixelID.clearMode) {
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if (pixelID.applyFog) {
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fog = ClampFogDepth((v0.fogdepth * (float)(steps - i) + v1.fogdepth * (float)i) / steps1);
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}
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@ -1325,7 +1325,7 @@ void DrawLine(const VertexData &v0, const VertexData &v1, const BinCoords &range
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prim_color.a() = 0x7F;
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}
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if (state.enableTextures && !pixelID.clearMode) {
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if (state.enableTextures) {
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float s, s1;
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float t, t1;
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if (state.throughMode) {
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