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path: root/Ryujinx.Graphics.Shader/Instructions/InstEmitAttribute.cs
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Diffstat (limited to 'Ryujinx.Graphics.Shader/Instructions/InstEmitAttribute.cs')
-rw-r--r--Ryujinx.Graphics.Shader/Instructions/InstEmitAttribute.cs9
1 files changed, 5 insertions, 4 deletions
diff --git a/Ryujinx.Graphics.Shader/Instructions/InstEmitAttribute.cs b/Ryujinx.Graphics.Shader/Instructions/InstEmitAttribute.cs
index e2131602..1cdb3842 100644
--- a/Ryujinx.Graphics.Shader/Instructions/InstEmitAttribute.cs
+++ b/Ryujinx.Graphics.Shader/Instructions/InstEmitAttribute.cs
@@ -168,10 +168,11 @@ namespace Ryujinx.Graphics.Shader.Instructions
{
InstIsberd op = context.GetOp<InstIsberd>();
- // This instruction performs a load from ISBE memory,
- // however it seems to be only used to get some vertex
- // input data, so we instead propagate the offset so that
- // it can be used on the attribute load.
+ // This instruction performs a load from ISBE (Internal Stage Buffer Entry) memory.
+ // Here, we just propagate the offset, as the result from this instruction is usually
+ // used with ALD to perform vertex load on geometry or tessellation shaders.
+ // The offset is calculated as (PrimitiveIndex * VerticesPerPrimitive) + VertexIndex.
+ // Since we hardcode PrimitiveIndex to zero, then the offset will be just VertexIndex.
context.Copy(GetDest(op.Dest), GetSrcReg(context, op.SrcA));
}