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	GPU/DefaultAttributes: Clear up a comment in command_processor
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					 1 changed files with 2 additions and 2 deletions
				
			
		|  | @ -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]); | ||||||
| 
 | 
 | ||||||
|  |  | ||||||
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