mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2025-07-23 14:19:46 -06:00
Minor consistency changes
Mostly small changes, like capitalization and spelling
This commit is contained in:
@ -328,9 +328,9 @@ static void InitDriverInfo()
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int glrelease = 0;
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int major = 0;
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int minor = 0;
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// TODO: this is known to be broken on windows
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// nvidia seems to have removed their driver version from this string, so we can't get it.
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// hopefully we'll never have to workaround nvidia bugs
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// TODO: this is known to be broken on Windows
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// Nvidia seems to have removed their driver version from this string, so we can't get it.
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// hopefully we'll never have to workaround Nvidia bugs
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sscanf(g_ogl_config.gl_version, "%d.%d.%d NVIDIA %d.%d", &glmajor, &glminor, &glrelease, &major, &minor);
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version = 100*major + minor;
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}
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@ -554,7 +554,7 @@ Renderer::Renderer()
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// It also isn't useful as we don't render anything to the default framebuffer.
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// We also try to get a non-msaa fb, so this only happens when forced by the driver.
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PanicAlert("MSAA on default framebuffer isn't supported.\n"
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"Please avoid forcing dolphin to use MSAA by the driver.\n"
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"Please avoid forcing Dolphin to use MSAA by the driver.\n"
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"%d samples on default framebuffer found.", samples);
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bSuccess = false;
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}
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@ -36,9 +36,9 @@ StreamBuffer::~StreamBuffer()
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glDeleteBuffers(1, &m_buffer);
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}
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/* Shared synchronisation code for ring buffers
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/* Shared synchronization code for ring buffers
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*
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* The next three functions are to create/delete/use the OpenGL synchronisation.
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* The next three functions are to create/delete/use the OpenGL synchronization.
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* ARB_sync (OpenGL 3.2) is used and required.
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*
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* To reduce overhead, the complete buffer is splitted up into SYNC_POINTS chunks.
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@ -52,11 +52,11 @@ StreamBuffer::~StreamBuffer()
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*
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* So on alloc, we have to wait for all slots between m_free_iterator and m_iterator (and set m_free_iterator to m_iterator afterwards).
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*
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* We also assume that this buffer is accessed by the gpu between the Unmap and Map function,
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* We also assume that this buffer is accessed by the GPU between the Unmap and Map function,
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* so we may create the fences on the start of mapping.
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* Some here, new fences for the chunks between m_used_iterator and m_iterator (also update m_used_iterator).
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*
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* As ring buffers have an ugly behavoir on rollover, have fun to read this code ;)
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* As ring buffers have an ugly behavior on rollover, have fun to read this code ;)
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*/
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void StreamBuffer::CreateFences()
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@ -116,7 +116,7 @@ void StreamBuffer::AllocMemory(u32 size)
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}
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}
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/* The usual way to stream data to the gpu.
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/* The usual way to stream data to the GPU.
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* Described here: https://www.opengl.org/wiki/Buffer_Object_Streaming#Unsynchronized_buffer_mapping
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* Just do unsync appends until the buffer is full.
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* When it's full, orphan (alloc a new buffer and free the old one)
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@ -159,7 +159,7 @@ public:
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/* A modified streaming way without reallocation
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* This one fixes the reallocation overhead of the MapAndOrphan one.
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* So it alloc a ring buffer on initialization.
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* But with this limited ressource, we have to care about the cpu-gpu distance.
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* But with this limited resource, we have to care about the CPU-GPU distance.
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* Else this fifo may overflow.
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* So we had traded orphan vs syncing.
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*/
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@ -194,9 +194,9 @@ public:
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}
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};
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/* Streaming fifo without mapping ovearhead.
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/* Streaming fifo without mapping overhead.
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* This one usually requires ARB_buffer_storage (OpenGL 4.4).
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* And is usually not available on OpenGL3 gpus.
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* And is usually not available on OpenGL3 GPUs.
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*
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* ARB_buffer_storage allows us to render from a mapped buffer.
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* So we map it persistently in the initialization.
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@ -250,7 +250,7 @@ public:
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* Another streaming fifo without mapping overhead.
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* As we can't orphan without mapping, we have to sync.
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*
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* This one uses AMD_pinned_memory which is available on all AMD gpus.
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* This one uses AMD_pinned_memory which is available on all AMD GPUs.
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* OpenGL 4.4 drivers should use BufferStorage.
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*/
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class PinnedMemory : public StreamBuffer
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@ -371,7 +371,7 @@ StreamBuffer* StreamBuffer::Create(u32 type, u32 size)
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// Prefer the syncing buffers over the orphaning one
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if (g_ogl_config.bSupportsGLSync)
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{
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// pinned memory is much faster than buffer storage on amd cards
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// pinned memory is much faster than buffer storage on AMD cards
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if (g_ogl_config.bSupportsGLPinnedMemory &&
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!(DriverDetails::HasBug(DriverDetails::BUG_BROKENPINNEDMEMORY) && type == GL_ELEMENT_ARRAY_BUFFER))
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return new PinnedMemory(type, size);
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@ -382,7 +382,7 @@ StreamBuffer* StreamBuffer::Create(u32 type, u32 size)
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!(DriverDetails::HasBug(DriverDetails::BUG_INTELBROKENBUFFERSTORAGE) && type == GL_ELEMENT_ARRAY_BUFFER))
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return new BufferStorage(type, size);
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// don't fall back to MapAnd* for nvidia drivers
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// don't fall back to MapAnd* for Nvidia drivers
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if (DriverDetails::HasBug(DriverDetails::BUG_BROKENUNSYNCMAPPING))
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return new BufferSubData(type, size);
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@ -21,7 +21,7 @@ public:
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/* This mapping function will return a pair of:
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* - the pointer to the mapped buffer
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* - the offset into the real gpu buffer (always multiple of stride)
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* - the offset into the real GPU buffer (always multiple of stride)
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* On mapping, the maximum of size for allocation has to be set.
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* The size really pushed into this fifo only has to be known on Unmapping.
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* Mapping invalidates the current buffer content,
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@ -135,8 +135,8 @@ static void InitBackendInfo()
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g_Config.backend_info.APIType = API_OPENGL;
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g_Config.backend_info.bUseMinimalMipCount = false;
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g_Config.backend_info.bSupportsExclusiveFullscreen = false;
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//g_Config.backend_info.bSupportsDualSourceBlend = true; // is gpu dependent and must be set in renderer
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//g_Config.backend_info.bSupportsEarlyZ = true; // is gpu dependent and must be set in renderer
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//g_Config.backend_info.bSupportsDualSourceBlend = true; // is GPU dependent and must be set in renderer
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//g_Config.backend_info.bSupportsEarlyZ = true; // is GPU dependent and must be set in renderer
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g_Config.backend_info.bSupportsOversizedViewports = true;
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g_Config.backend_info.bSupportsGeometryShaders = true;
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g_Config.backend_info.bSupports3DVision = false;
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@ -34,7 +34,7 @@ static u8 lastPrimCmd;
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void DoState(PointerWrap &p)
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{
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p.Do(minCommandSize);
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// Not sure what is wrong with this. Something(s) in here is causing dolphin to crash/hang when loading states saved from another run of dolphin. Doesn't seem too important anyway...
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// Not sure what is wrong with this. Something(s) in here is causing Dolphin to crash/hang when loading states saved from another run of Dolphin. Doesn't seem too important anyway...
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//vertexLoader.DoState(p);
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p.Do(readOpcode);
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p.Do(inObjectStream);
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@ -163,7 +163,7 @@ void SetupUnit::SetupPoint()
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void SetupUnit::DoState(PointerWrap &p)
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{
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// TODO: some or all of this is making the save states stop working once dolphin is closed...sometimes (usually)
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// TODO: some or all of this is making the save states stop working once Dolphin is closed...sometimes (usually)
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// I have no idea what specifically is wrong, or if this is even important. Disabling it doesn't seem to make any noticible difference...
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/* p.Do(m_PrimType);
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p.Do(m_VertexCounter);
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