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Some comment fixes and cleanup.
Not much point warning for those MIPS instructions - if games use them, they use them carefully because games can't catch that exception anyway.
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@@ -1003,14 +1003,11 @@ DrawEngineVulkan::TessellationDataTransferVulkan::TessellationDataTransferVulkan
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DrawEngineVulkan::TessellationDataTransferVulkan::~TessellationDataTransferVulkan() {
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}
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// TODO: Consolidate the three textures into one, with height 3.
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// This can be done for all the backends.
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// TODO: Actually, even better, avoid the usage of textures altogether and just use shader storage buffers from the current pushbuffer.
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void DrawEngineVulkan::TessellationDataTransferVulkan::PrepareBuffers(float *&pos, float *&tex, float *&col, int &posStride, int &texStride, int &colStride, int size, bool hasColor, bool hasTexCoords) {
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colStride = 4;
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// TODO: This SHOULD work without padding but I can't get it to work on nvidia, so had
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// to expand to vec4. Driver bug?
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// SSBOs that are not simply float1 or float2 need to be padded up to a float4 size. vec3 members
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// also need to be 16-byte aligned, hence the padding.
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struct TessData {
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float pos[3]; float pad1;
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float uv[2]; float pad2[2];
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@@ -1030,5 +1027,5 @@ void DrawEngineVulkan::TessellationDataTransferVulkan::PrepareBuffers(float *&po
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}
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void DrawEngineVulkan::TessellationDataTransferVulkan::SendDataToShader(const float *pos, const float *tex, const float *col, int size, bool hasColor, bool hasTexCoords) {
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// Nothing to do here!
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// Nothing to do here! The caller will write directly to the pushbuffer through the pointers it got through PrepareBuffers.
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}
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