[D3D12/DXBC] Fix a couple of tessellation-related comments

This commit is contained in:
Triang3l 2020-04-06 00:19:29 +03:00
parent c4f47039eb
commit 283c3ab59b
2 changed files with 4 additions and 4 deletions

View File

@ -1353,7 +1353,7 @@ ID3D12PipelineState* PipelineCache::CreateD3D12PipelineState(
break;
}
// Primitive topology, vertex, hull/domain and geometry shaders.
// Primitive topology, vertex, hull, domain and geometry shaders.
if (!runtime_description.vertex_shader->is_translated()) {
XELOGE("Vertex shader %.16" PRIX64 " not translated",
runtime_description.vertex_shader->ucode_data_hash());

View File

@ -526,9 +526,9 @@ void DxbcShaderTranslator::StartVertexOrDomainShader() {
PopSystemTemp();
}
if (register_count() >= 2) {
// Write the swizzle of the barycentric coordinates to r1.x. It
// appears that the tessellator offloads the reordering of coordinates
// for edges to game shaders.
// Write the swizzle of the UV coordinates to r1.x. It appears that
// the tessellator offloads the reordering of coordinates for edges to
// game shaders.
//
// In Viva Pinata, if we assume that r0.y is V and r0.z is U, the
// factors each control point value is multiplied by are the