reformat todo

This commit is contained in:
Anthony 2023-11-12 20:04:39 +13:00
parent 2c8a764fc7
commit a5b8f15a14
2 changed files with 4 additions and 4 deletions

View File

@ -92,7 +92,7 @@ VS_OUTPUT main(const VS_INPUT xIn)
VS_OUTPUT xOut;
// Fogging
// TODO deduplicate
// TODO: deduplicate
const float fogDepth = abs(oFog.x);
const float fogTableMode = CxbxFogInfo.x;
const float fogDensity = CxbxFogInfo.y;
@ -121,7 +121,7 @@ VS_OUTPUT main(const VS_INPUT xIn)
xOut.oPts = oPts.x;
xOut.oB0 = saturate(oB0);
xOut.oB1 = saturate(oB1);
// Scale textures (TODO : or should we apply this to the input register values?)
// Scale textures (TODO: or should we apply this to the input register values?)
xOut.oT0 = oT0 / xboxTextureScale[0];
xOut.oT1 = oT1 / xboxTextureScale[1];
xOut.oT2 = oT2 / xboxTextureScale[2];

View File

@ -1143,8 +1143,8 @@ IDirect3DVertexShader* InitShader(void (*compileFunc)(ID3DBlob**), const char* l
void CxbxUpdateHostVertexShader()
{
extern bool g_bUsePassthroughHLSL; // TMP glue
// TODO move d3d9 state to VertexShader.cpp
static IDirect3DVertexShader* fixedFunctionShader = nullptr; // TODO move to shader cache
// TODO: move d3d9 state to VertexShader.cpp
static IDirect3DVertexShader* fixedFunctionShader = nullptr; // TODO: move to shader cache
static IDirect3DVertexShader* passthroughShader = nullptr;
static int vertexShaderVersion = -1;