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Fix a few typos in the comments/logging in VideoDX9, VideoCommon, and VideoSoftware projects.
See Render.cpp, PixelShaderGen.cpp, and PixelShaderManager.cpp for most of the changes. See VertexShaderManager.cpp for a logging typo fix. See SWRenderer.cpp for a small typo fix for a message that gets swprintf'd in DrawDebugText. See SWVertexLoader.cpp for a typo fix of an assert message. Should slightly improve the readability of some of those files.
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@ -455,7 +455,7 @@ u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data)
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}
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else if(type == PEEK_COLOR)
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{
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// We can't directly StretchRect to System buf because is not suported by all implementations
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// We can't directly StretchRect to System buf because is not supported by all implementations
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// this is the only safe path that works in most cases
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hr = D3D::dev->StretchRect(pEFBSurf, &RectToLock, pBufferRT, NULL, D3DTEXF_NONE);
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D3D::dev->GetRenderTargetData(pBufferRT, pSystemBuf);
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@ -665,8 +665,8 @@ void Renderer::SetBlendMode(bool forceUpdate)
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// Our render target always uses an alpha channel, so we need to override the blend functions to assume a destination alpha of 1 if the render target isn't supposed to have an alpha channel
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// Example: D3DBLEND_DESTALPHA needs to be D3DBLEND_ONE since the result without an alpha channel is assumed to always be 1.
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bool target_has_alpha = bpmem.zcontrol.pixel_format == PIXELFMT_RGBA6_Z24;
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//bDstAlphaPass is taked in account because the ability of disabling alpha composition is
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//really usefull for debuging shader and blending errors
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//bDstAlphaPass is taken into account because the ability to disable alpha composition is
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//really useful for debugging shader and blending errors
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bool use_DstAlpha = !g_ActiveConfig.bDstAlphaPass && bpmem.dstalpha.enable && bpmem.blendmode.alphaupdate && target_has_alpha;
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bool use_DualSource = use_DstAlpha && g_ActiveConfig.backend_info.bSupportsDualSourceBlend;
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const D3DBLEND d3dSrcFactors[8] =
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@ -1133,7 +1133,7 @@ void Renderer::ApplyState(bool bUseDstAlpha)
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if(bpmem.zmode.testenable && bpmem.zmode.updateenable)
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{
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// This is needed to draw to the correct pixels in multi-pass algorithms
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// to avoid z-figthing and grants that you write to the same pixels
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// to avoid z-fighting and grants that you write to the same pixels
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// affected by the last pass
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D3D::ChangeRenderState(D3DRS_ZWRITEENABLE, false);
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D3D::ChangeRenderState(D3DRS_ZFUNC, D3DCMP_EQUAL);
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@ -1327,7 +1327,7 @@ void Renderer::SetLineWidth()
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// We can't change line width in D3D unless we use ID3DXLine
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float fratio = xfregs.viewport.wd != 0 ? Renderer::EFBToScaledXf(1.f) : 1.0f;
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float psize = bpmem.lineptwidth.linesize * fratio / 6.0f;
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//little hack to compensate scalling problems in dx9 must be taken out when scalling is fixed.
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//little hack to compensate scaling problems in dx9 must be taken out when scaling is fixed.
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psize *= 2.0f;
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if (psize > m_fMaxPointSize)
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{
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