Madness trying to optimize assembly by reordering statements
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@@ -805,13 +805,14 @@ void Renderer::bindTexturesToSlots() {
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glActiveTexture(GL_TEXTURE0);
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glActiveTexture(GL_TEXTURE0);
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}
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}
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void Renderer::updateLightingLUT(){
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void Renderer::updateLightingLUT() {
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gpu.lightingLUTDirty = false;
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std::array<u16, GPU::LightingLutSize> u16_lightinglut;
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std::array<u16, GPU::LightingLutSize> u16_lightinglut;
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for(int i = 0; i < gpu.lightingLUT.size(); i++){
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for (int i = 0; i < gpu.lightingLUT.size(); i++) {
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uint64_t value = gpu.lightingLUT[i] & ((1 << 12) - 1);
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uint64_t value = gpu.lightingLUT[i] & ((1 << 12) - 1);
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u16_lightinglut[i] = value * 65535 / 4095;
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u16_lightinglut[i] = value * 65535 / 4095;
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}
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}
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glActiveTexture(GL_TEXTURE0 + 3);
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glActiveTexture(GL_TEXTURE0 + 3);
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glBindTexture(GL_TEXTURE_1D_ARRAY, lightLUTTextureArray);
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glBindTexture(GL_TEXTURE_1D_ARRAY, lightLUTTextureArray);
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@@ -821,7 +822,6 @@ void Renderer::updateLightingLUT(){
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glTexParameteri(GL_TEXTURE_1D_ARRAY, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_1D_ARRAY, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_1D_ARRAY, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_1D_ARRAY, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glActiveTexture(GL_TEXTURE0);
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glActiveTexture(GL_TEXTURE0);
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gpu.lightingLUTDirty = false;
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}
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}
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void Renderer::drawVertices(PICA::PrimType primType, std::span<const Vertex> vertices) {
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void Renderer::drawVertices(PICA::PrimType primType, std::span<const Vertex> vertices) {
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