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https://github.com/dolphin-emu/dolphin.git
synced 2025-07-31 01:59:52 -06:00
Various formatting and consistency fixes
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@ -83,7 +83,7 @@ static const char LINE_GS_COMMON[] =
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"#endif\n"
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// Apply TexOffset to all tex coordinates in the vertex.
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// They can each be enabled seperately.
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// They can each be enabled separately.
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"#if NUM_TEXCOORDS >= 1\n"
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"r0.tex0.x += Params.TexOffset * Params.TexOffsetEnable[0];\n"
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"r1.tex0.x += Params.TexOffset * Params.TexOffsetEnable[0];\n"
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@ -402,7 +402,7 @@ void TextureCache::DisableStage(unsigned int stage)
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void TextureCache::SetStage ()
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{
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// -1 is the initial value as we don't know which testure should be bound
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// -1 is the initial value as we don't know which texture should be bound
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if (s_ActiveTexture != (u32)-1)
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glActiveTexture(GL_TEXTURE0 + s_ActiveTexture);
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}
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@ -54,7 +54,7 @@ static void CreatePrograms()
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{
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/* TODO: Accuracy Improvements
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*
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* This shader doesn't really match what the gamecube does interally in the
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* This shader doesn't really match what the GameCube does internally in the
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* copy pipeline.
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* 1. It uses Opengl's built in filtering when yscaling, someone could work
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* out how the copypipeline does it's filtering and implement it correctly
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@ -62,7 +62,7 @@ static void CreatePrograms()
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* 2. Deflickering isn't implemented, a futher filtering over 3 lines.
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* Isn't really needed on non-interlaced monitors (and would lower quality;
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* But hey, accuracy!)
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* 3. Flipper's YUYV conversion implements a 3 pixel horozontal blur on the
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* 3. Flipper's YUYV conversion implements a 3 pixel horizontal blur on the
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* UV channels, centering the U channel on the Left pixel and the V channel
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* on the Right pixel.
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* The current implementation Centers both UV channels at the same place
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@ -101,7 +101,7 @@ static void CreatePrograms()
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*
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* The YVYU to RGB conversion here matches the RGB to YUYV done above, but
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* if a game modifies or adds images to the XFB then it should be using the
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* same algorithm as the flipper, and could result in slight colour inaccuracies
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* same algorithm as the flipper, and could result in slight color inaccuracies
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* when run back through this shader.
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*/
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const char *VProgramYuyvToRgb =
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@ -253,9 +253,9 @@ static void EncodeToRamUsingShader(GLuint srcTexture,
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{
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// writing to a texture of a different size
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// also copy more then one block line, so the different strides matters
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// copy into one pbo first, map this buffer, and then memcpy into gc memory
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// copy into one pbo first, map this buffer, and then memcpy into GC memory
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// in this way, we only have one vram->ram transfer, but maybe a bigger
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// cpu overhead because of the pbo
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// CPU overhead because of the pbo
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glBindBuffer(GL_PIXEL_PACK_BUFFER, s_PBO);
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glBufferData(GL_PIXEL_PACK_BUFFER, dstSize, nullptr, GL_STREAM_READ);
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glReadPixels(0, 0, (GLsizei)dstWidth, (GLsizei)dstHeight, GL_BGRA, GL_UNSIGNED_BYTE, nullptr);
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@ -340,7 +340,7 @@ void EncodeToRamYUYV(GLuint srcTexture, const TargetRectangle& sourceRc, u8* des
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glUniform4f(s_rgbToYuyvUniform_loc, static_cast<float>(sourceRc.left), static_cast<float>(sourceRc.top),
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static_cast<float>(sourceRc.right), static_cast<float>(sourceRc.bottom));
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// We enable linear filtering, because the gamecube does filtering in the vertical direction when
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// We enable linear filtering, because the GameCube does filtering in the vertical direction when
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// yscale is enabled.
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// Otherwise we get jaggies when a game uses yscaling (most PAL games)
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EncodeToRamUsingShader(srcTexture, destAddr, dstWidth / 2, dstHeight, dstWidth*dstHeight*2, true);
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@ -540,7 +540,7 @@ namespace EfbInterface
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{
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// YU pixel
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xfb_in_ram[x].Y = scanline[i].Y + 16;
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// we mix our color difrences in 10 bit space so it will round more accurately
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// we mix our color differences in 10 bit space so it will round more accurately
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// U[i] = 1/4 * U[i-1] + 1/2 * U[i] + 1/4 * U[i+1]
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xfb_in_ram[x].UV = 128 + ((scanline[i-1].U + (scanline[i].U << 1) + scanline[i+1].U) >> 2);
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@ -553,7 +553,7 @@ namespace EfbInterface
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}
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}
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// Like CopyToXFB, but we copy directly into the opengl colour texture without going via GameCube main memory or doing a yuyv conversion
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// Like CopyToXFB, but we copy directly into the opengl color texture without going via GameCube main memory or doing a yuyv conversion
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void BypassXFB(u8* texture, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc, float Gamma)
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{
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if (fbWidth*fbHeight > MAX_XFB_WIDTH*MAX_XFB_HEIGHT)
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