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GPU/DefaultAttributes: Clear up a comment in command_processor

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Subv 2015-05-17 14:13:11 -05:00
parent 658c44af5c
commit 24d9416930
1 changed files with 2 additions and 2 deletions

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@ -127,7 +127,7 @@ static inline void WritePicaReg(u32 id, u32 value, u32 mask) {
input.attr[0].w = debug_token; input.attr[0].w = debug_token;
for (int i = 0; i < attribute_config.GetNumTotalAttributes(); ++i) { for (int i = 0; i < attribute_config.GetNumTotalAttributes(); ++i) {
// Load the default attribute if we're configured to do so // Load the default attribute if we're configured to do so, this data will be overwritten by the loader data if it's set
if (attribute_config.IsDefaultAttribute(i)) { if (attribute_config.IsDefaultAttribute(i)) {
input.attr[i] = VertexShader::GetDefaultAttribute(i); input.attr[i] = VertexShader::GetDefaultAttribute(i);
LOG_TRACE(HW_GPU, "Loaded default attribute %x for vertex %x (index %x): (%f, %f, %f, %f)", LOG_TRACE(HW_GPU, "Loaded default attribute %x for vertex %x (index %x): (%f, %f, %f, %f)",
@ -136,7 +136,7 @@ static inline void WritePicaReg(u32 id, u32 value, u32 mask) {
input.attr[i][2].ToFloat32(), input.attr[i][3].ToFloat32()); input.attr[i][2].ToFloat32(), input.attr[i][3].ToFloat32());
} }
// Overwrite the default data with the loader data if there's any // Load per-vertex data from the loader arrays
for (unsigned int comp = 0; comp < vertex_attribute_elements[i]; ++comp) { for (unsigned int comp = 0; comp < vertex_attribute_elements[i]; ++comp) {
const u8* srcdata = Memory::GetPhysicalPointer(vertex_attribute_sources[i] + vertex_attribute_strides[i] * vertex + comp * vertex_attribute_element_size[i]); const u8* srcdata = Memory::GetPhysicalPointer(vertex_attribute_sources[i] + vertex_attribute_strides[i] * vertex + comp * vertex_attribute_element_size[i]);