[D3D12/DXBC] Fix a couple of tessellation-related comments
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@ -1353,7 +1353,7 @@ ID3D12PipelineState* PipelineCache::CreateD3D12PipelineState(
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break;
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break;
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}
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}
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// Primitive topology, vertex, hull/domain and geometry shaders.
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// Primitive topology, vertex, hull, domain and geometry shaders.
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if (!runtime_description.vertex_shader->is_translated()) {
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if (!runtime_description.vertex_shader->is_translated()) {
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XELOGE("Vertex shader %.16" PRIX64 " not translated",
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XELOGE("Vertex shader %.16" PRIX64 " not translated",
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runtime_description.vertex_shader->ucode_data_hash());
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runtime_description.vertex_shader->ucode_data_hash());
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@ -526,9 +526,9 @@ void DxbcShaderTranslator::StartVertexOrDomainShader() {
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PopSystemTemp();
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PopSystemTemp();
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}
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}
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if (register_count() >= 2) {
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if (register_count() >= 2) {
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// Write the swizzle of the barycentric coordinates to r1.x. It
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// Write the swizzle of the UV coordinates to r1.x. It appears that
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// appears that the tessellator offloads the reordering of coordinates
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// the tessellator offloads the reordering of coordinates for edges to
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// for edges to game shaders.
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// game shaders.
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//
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//
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// In Viva Pinata, if we assume that r0.y is V and r0.z is U, the
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// In Viva Pinata, if we assume that r0.y is V and r0.z is U, the
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// factors each control point value is multiplied by are the
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// factors each control point value is multiplied by are the
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