Minor consistency changes

Mostly small changes, like capitalization and spelling
This commit is contained in:
Stevoisiak
2015-01-11 00:17:29 -05:00
committed by Stevoisiak
parent b3474c8218
commit cb86db7b68
42 changed files with 100 additions and 100 deletions

View File

@ -328,9 +328,9 @@ static void InitDriverInfo()
int glrelease = 0;
int major = 0;
int minor = 0;
// TODO: this is known to be broken on windows
// nvidia seems to have removed their driver version from this string, so we can't get it.
// hopefully we'll never have to workaround nvidia bugs
// TODO: this is known to be broken on Windows
// Nvidia seems to have removed their driver version from this string, so we can't get it.
// hopefully we'll never have to workaround Nvidia bugs
sscanf(g_ogl_config.gl_version, "%d.%d.%d NVIDIA %d.%d", &glmajor, &glminor, &glrelease, &major, &minor);
version = 100*major + minor;
}
@ -554,7 +554,7 @@ Renderer::Renderer()
// It also isn't useful as we don't render anything to the default framebuffer.
// We also try to get a non-msaa fb, so this only happens when forced by the driver.
PanicAlert("MSAA on default framebuffer isn't supported.\n"
"Please avoid forcing dolphin to use MSAA by the driver.\n"
"Please avoid forcing Dolphin to use MSAA by the driver.\n"
"%d samples on default framebuffer found.", samples);
bSuccess = false;
}

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@ -36,9 +36,9 @@ StreamBuffer::~StreamBuffer()
glDeleteBuffers(1, &m_buffer);
}
/* Shared synchronisation code for ring buffers
/* Shared synchronization code for ring buffers
*
* The next three functions are to create/delete/use the OpenGL synchronisation.
* The next three functions are to create/delete/use the OpenGL synchronization.
* ARB_sync (OpenGL 3.2) is used and required.
*
* To reduce overhead, the complete buffer is splitted up into SYNC_POINTS chunks.
@ -52,11 +52,11 @@ StreamBuffer::~StreamBuffer()
*
* 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).
*
* We also assume that this buffer is accessed by the gpu between the Unmap and Map function,
* We also assume that this buffer is accessed by the GPU between the Unmap and Map function,
* so we may create the fences on the start of mapping.
* Some here, new fences for the chunks between m_used_iterator and m_iterator (also update m_used_iterator).
*
* As ring buffers have an ugly behavoir on rollover, have fun to read this code ;)
* As ring buffers have an ugly behavior on rollover, have fun to read this code ;)
*/
void StreamBuffer::CreateFences()
@ -116,7 +116,7 @@ void StreamBuffer::AllocMemory(u32 size)
}
}
/* The usual way to stream data to the gpu.
/* The usual way to stream data to the GPU.
* Described here: https://www.opengl.org/wiki/Buffer_Object_Streaming#Unsynchronized_buffer_mapping
* Just do unsync appends until the buffer is full.
* When it's full, orphan (alloc a new buffer and free the old one)
@ -159,7 +159,7 @@ public:
/* A modified streaming way without reallocation
* This one fixes the reallocation overhead of the MapAndOrphan one.
* So it alloc a ring buffer on initialization.
* But with this limited ressource, we have to care about the cpu-gpu distance.
* But with this limited resource, we have to care about the CPU-GPU distance.
* Else this fifo may overflow.
* So we had traded orphan vs syncing.
*/
@ -194,9 +194,9 @@ public:
}
};
/* Streaming fifo without mapping ovearhead.
/* Streaming fifo without mapping overhead.
* This one usually requires ARB_buffer_storage (OpenGL 4.4).
* And is usually not available on OpenGL3 gpus.
* And is usually not available on OpenGL3 GPUs.
*
* ARB_buffer_storage allows us to render from a mapped buffer.
* So we map it persistently in the initialization.
@ -250,7 +250,7 @@ public:
* Another streaming fifo without mapping overhead.
* As we can't orphan without mapping, we have to sync.
*
* This one uses AMD_pinned_memory which is available on all AMD gpus.
* This one uses AMD_pinned_memory which is available on all AMD GPUs.
* OpenGL 4.4 drivers should use BufferStorage.
*/
class PinnedMemory : public StreamBuffer
@ -371,7 +371,7 @@ StreamBuffer* StreamBuffer::Create(u32 type, u32 size)
// Prefer the syncing buffers over the orphaning one
if (g_ogl_config.bSupportsGLSync)
{
// pinned memory is much faster than buffer storage on amd cards
// pinned memory is much faster than buffer storage on AMD cards
if (g_ogl_config.bSupportsGLPinnedMemory &&
!(DriverDetails::HasBug(DriverDetails::BUG_BROKENPINNEDMEMORY) && type == GL_ELEMENT_ARRAY_BUFFER))
return new PinnedMemory(type, size);
@ -382,7 +382,7 @@ StreamBuffer* StreamBuffer::Create(u32 type, u32 size)
!(DriverDetails::HasBug(DriverDetails::BUG_INTELBROKENBUFFERSTORAGE) && type == GL_ELEMENT_ARRAY_BUFFER))
return new BufferStorage(type, size);
// don't fall back to MapAnd* for nvidia drivers
// don't fall back to MapAnd* for Nvidia drivers
if (DriverDetails::HasBug(DriverDetails::BUG_BROKENUNSYNCMAPPING))
return new BufferSubData(type, size);

View File

@ -21,7 +21,7 @@ public:
/* This mapping function will return a pair of:
* - the pointer to the mapped buffer
* - the offset into the real gpu buffer (always multiple of stride)
* - the offset into the real GPU buffer (always multiple of stride)
* On mapping, the maximum of size for allocation has to be set.
* The size really pushed into this fifo only has to be known on Unmapping.
* Mapping invalidates the current buffer content,

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@ -135,8 +135,8 @@ static void InitBackendInfo()
g_Config.backend_info.APIType = API_OPENGL;
g_Config.backend_info.bUseMinimalMipCount = false;
g_Config.backend_info.bSupportsExclusiveFullscreen = false;
//g_Config.backend_info.bSupportsDualSourceBlend = true; // is gpu dependent and must be set in renderer
//g_Config.backend_info.bSupportsEarlyZ = true; // is gpu dependent and must be set in renderer
//g_Config.backend_info.bSupportsDualSourceBlend = true; // is GPU dependent and must be set in renderer
//g_Config.backend_info.bSupportsEarlyZ = true; // is GPU dependent and must be set in renderer
g_Config.backend_info.bSupportsOversizedViewports = true;
g_Config.backend_info.bSupportsGeometryShaders = true;
g_Config.backend_info.bSupports3DVision = false;

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@ -34,7 +34,7 @@ static u8 lastPrimCmd;
void DoState(PointerWrap &p)
{
p.Do(minCommandSize);
// 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...
// 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...
//vertexLoader.DoState(p);
p.Do(readOpcode);
p.Do(inObjectStream);

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@ -163,7 +163,7 @@ void SetupUnit::SetupPoint()
void SetupUnit::DoState(PointerWrap &p)
{
// TODO: some or all of this is making the save states stop working once dolphin is closed...sometimes (usually)
// TODO: some or all of this is making the save states stop working once Dolphin is closed...sometimes (usually)
// I have no idea what specifically is wrong, or if this is even important. Disabling it doesn't seem to make any noticible difference...
/* p.Do(m_PrimType);
p.Do(m_VertexCounter);