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