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authorHans-Kristian Arntzen <post@arntzen-software.no>2022-09-06 12:55:47 +0300
committerHans-Kristian Arntzen <post@arntzen-software.no>2022-09-06 12:56:34 +0300
commit7d8a7c7a6a1d42123a89c74950422090c9b3706d (patch)
treef47f4aab4a0e308a9888de04b13249ffed845bb3
parent2d263cf1aeafbcbba15fad9547477227f059eee1 (diff)
vkd3d: Fix comment in d3d12_pipeline_state_can_use_dynamic_stride.dynamic-stride-comment-fix
It is allowed now. Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
-rw-r--r--libs/vkd3d/state.c6
1 files changed, 2 insertions, 4 deletions
diff --git a/libs/vkd3d/state.c b/libs/vkd3d/state.c
index 93fbaf4a..b7a32364 100644
--- a/libs/vkd3d/state.c
+++ b/libs/vkd3d/state.c
@@ -4206,14 +4206,12 @@ static bool d3d12_pipeline_state_can_use_dynamic_stride(struct d3d12_pipeline_st
* This is somewhat awkward, since D3D12 does not have this restriction, although the validation layers do warn about this.
* There might also be similar fallback paths on certain native drivers, who knows ... */
- /* HACK: Not technically in spec, but allow stride == 0 to pass through.
+ /* Allow stride == 0 to pass through. This is allowed by the specification.
* The stride >= offset + sizeof(format) rule is for AMD and OOB checks, since
* we need compiler to adjust vtx index and offset in this scenario since checks are against vtx index
* not byte address, but this path is irrelevant for stride == 0.
* This is fairly common to see in games. Scarlet Nexus hits it pretty hard, and
- * we really should try to avoid late pipeline compiles here.
- * Ideally, we should aim to clarify the Vulkan spec here to allow this case,
- * since it's the canonical way to feed a constant attribute. */
+ * we really should try to avoid late pipeline compiles here. */
if (dyn_state->vertex_strides[slot] &&
dyn_state->vertex_strides[slot] < graphics->minimum_vertex_buffer_dynamic_stride[slot])
{