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SwRasterizer/Lighting: Do not use global registers state in ComputeFragmentsColors.
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@ -129,8 +129,8 @@ static float LookupLightingLut(const Pica::State::Lighting& lighting, size_t lut
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}
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std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(
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const Math::Quaternion<float>& normquat, const Math::Vec3<float>& view) {
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const auto& lighting = g_state.regs.lighting;
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const Pica::LightingRegs& lighting, const Math::Quaternion<float>& normquat,
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const Math::Vec3<float>& view) {
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if (lighting.disable)
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return {Math::MakeVec<u8>(0, 0, 0, 0), Math::MakeVec<u8>(0, 0, 0, 0)};
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@ -732,7 +732,7 @@ static void ProcessTriangleInternal(const Vertex& v0, const Vertex& v1, const Ve
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Math::Vec4<u8> secondary_fragment_color;
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std::tie(primary_fragment_color, secondary_fragment_color) =
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ComputeFragmentsColors(normquat, fragment_position);
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ComputeFragmentsColors(g_state.regs.lighting, normquat, fragment_position);
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for (unsigned tev_stage_index = 0; tev_stage_index < tev_stages.size();
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++tev_stage_index) {
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