Various formatting and consistency fixes

This commit is contained in:
Stevoisiak
2014-11-13 21:28:27 -05:00
parent 5fb94230cd
commit b25e1a2eb4
61 changed files with 143 additions and 178 deletions

View File

@ -83,7 +83,7 @@ static const char LINE_GS_COMMON[] =
"#endif\n"
// Apply TexOffset to all tex coordinates in the vertex.
// They can each be enabled seperately.
// They can each be enabled separately.
"#if NUM_TEXCOORDS >= 1\n"
"r0.tex0.x += Params.TexOffset * Params.TexOffsetEnable[0];\n"
"r1.tex0.x += Params.TexOffset * Params.TexOffsetEnable[0];\n"

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@ -402,7 +402,7 @@ void TextureCache::DisableStage(unsigned int stage)
void TextureCache::SetStage ()
{
// -1 is the initial value as we don't know which testure should be bound
// -1 is the initial value as we don't know which texture should be bound
if (s_ActiveTexture != (u32)-1)
glActiveTexture(GL_TEXTURE0 + s_ActiveTexture);
}

View File

@ -54,7 +54,7 @@ static void CreatePrograms()
{
/* TODO: Accuracy Improvements
*
* This shader doesn't really match what the gamecube does interally in the
* This shader doesn't really match what the GameCube does internally in the
* copy pipeline.
* 1. It uses Opengl's built in filtering when yscaling, someone could work
* out how the copypipeline does it's filtering and implement it correctly
@ -62,7 +62,7 @@ static void CreatePrograms()
* 2. Deflickering isn't implemented, a futher filtering over 3 lines.
* Isn't really needed on non-interlaced monitors (and would lower quality;
* But hey, accuracy!)
* 3. Flipper's YUYV conversion implements a 3 pixel horozontal blur on the
* 3. Flipper's YUYV conversion implements a 3 pixel horizontal blur on the
* UV channels, centering the U channel on the Left pixel and the V channel
* on the Right pixel.
* The current implementation Centers both UV channels at the same place
@ -101,7 +101,7 @@ static void CreatePrograms()
*
* The YVYU to RGB conversion here matches the RGB to YUYV done above, but
* if a game modifies or adds images to the XFB then it should be using the
* same algorithm as the flipper, and could result in slight colour inaccuracies
* same algorithm as the flipper, and could result in slight color inaccuracies
* when run back through this shader.
*/
const char *VProgramYuyvToRgb =
@ -253,9 +253,9 @@ static void EncodeToRamUsingShader(GLuint srcTexture,
{
// writing to a texture of a different size
// also copy more then one block line, so the different strides matters
// copy into one pbo first, map this buffer, and then memcpy into gc memory
// copy into one pbo first, map this buffer, and then memcpy into GC memory
// in this way, we only have one vram->ram transfer, but maybe a bigger
// cpu overhead because of the pbo
// CPU overhead because of the pbo
glBindBuffer(GL_PIXEL_PACK_BUFFER, s_PBO);
glBufferData(GL_PIXEL_PACK_BUFFER, dstSize, nullptr, GL_STREAM_READ);
glReadPixels(0, 0, (GLsizei)dstWidth, (GLsizei)dstHeight, GL_BGRA, GL_UNSIGNED_BYTE, nullptr);
@ -340,7 +340,7 @@ void EncodeToRamYUYV(GLuint srcTexture, const TargetRectangle& sourceRc, u8* des
glUniform4f(s_rgbToYuyvUniform_loc, static_cast<float>(sourceRc.left), static_cast<float>(sourceRc.top),
static_cast<float>(sourceRc.right), static_cast<float>(sourceRc.bottom));
// We enable linear filtering, because the gamecube does filtering in the vertical direction when
// We enable linear filtering, because the GameCube does filtering in the vertical direction when
// yscale is enabled.
// Otherwise we get jaggies when a game uses yscaling (most PAL games)
EncodeToRamUsingShader(srcTexture, destAddr, dstWidth / 2, dstHeight, dstWidth*dstHeight*2, true);

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@ -540,7 +540,7 @@ namespace EfbInterface
{
// YU pixel
xfb_in_ram[x].Y = scanline[i].Y + 16;
// we mix our color difrences in 10 bit space so it will round more accurately
// we mix our color differences in 10 bit space so it will round more accurately
// U[i] = 1/4 * U[i-1] + 1/2 * U[i] + 1/4 * U[i+1]
xfb_in_ram[x].UV = 128 + ((scanline[i-1].U + (scanline[i].U << 1) + scanline[i+1].U) >> 2);
@ -553,7 +553,7 @@ namespace EfbInterface
}
}
// Like CopyToXFB, but we copy directly into the opengl colour texture without going via GameCube main memory or doing a yuyv conversion
// Like CopyToXFB, but we copy directly into the opengl color texture without going via GameCube main memory or doing a yuyv conversion
void BypassXFB(u8* texture, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc, float Gamma)
{
if (fbWidth*fbHeight > MAX_XFB_WIDTH*MAX_XFB_HEIGHT)