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.
This commit is contained in:
Henrik Rydgård committed 2018-04-12 12:00:19 +02:00
1 parent 31ae11ecc8
commit a3ed87bca5
2 files changed
+6 -19

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