[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; break;
} }
// Primitive topology, vertex, hull/domain and geometry shaders. // Primitive topology, vertex, hull, domain and geometry shaders.
if (!runtime_description.vertex_shader->is_translated()) { if (!runtime_description.vertex_shader->is_translated()) {
XELOGE("Vertex shader %.16" PRIX64 " not translated", XELOGE("Vertex shader %.16" PRIX64 " not translated",
runtime_description.vertex_shader->ucode_data_hash()); runtime_description.vertex_shader->ucode_data_hash());

View File

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