simplified FTOC for aarch64
this isn't actually a good solution, really RageVColor shouldn't be doing this conversion at all and should be refactored/removed. this gets gameplay running a bit smoother, much closer to holding 60fps
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@@ -264,6 +264,13 @@ public:
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*
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* should output the same value (+-1) 256 times. If this function is
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* incorrect, the first and/or last values may be biased. */
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#ifdef CPU_AARCH64
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inline unsigned char FTOC(float a)
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{
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const float v = a < 0.0f ? 0.0f : (a > 1.0f ? 1.0f : a);
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return static_cast<unsigned char>(v * 255.0f);
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}
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#else
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inline unsigned char FTOC(float a)
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{
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//This value is 2^52 * 1.5.
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@@ -292,6 +299,7 @@ inline unsigned char FTOC(float a)
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return static_cast<unsigned char>(ret);
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}
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#endif
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/* Color type used only in vertex lists. OpenGL expects colors in
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* r, g, b, a order, independent of endianness, so storing them this
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