diff --git a/src/xenia/gpu/d3d12/pipeline_cache.cc b/src/xenia/gpu/d3d12/pipeline_cache.cc index 37d9fac89..ac6a2d4b4 100644 --- a/src/xenia/gpu/d3d12/pipeline_cache.cc +++ b/src/xenia/gpu/d3d12/pipeline_cache.cc @@ -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()); diff --git a/src/xenia/gpu/dxbc_shader_translator.cc b/src/xenia/gpu/dxbc_shader_translator.cc index 85eddfef1..4692888b8 100644 --- a/src/xenia/gpu/dxbc_shader_translator.cc +++ b/src/xenia/gpu/dxbc_shader_translator.cc @@ -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