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

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@ -97,10 +97,10 @@ namespace DriverDetails
// Started Version: ?
// Ended Version: 13.9 working for me (neobrain).
// Affected OS: Linux
// Pinned memory is disabled for index buffer as the amd driver (the only one with pinned memory support) seems
// Pinned memory is disabled for index buffer as the AMD driver (the only one with pinned memory support) seems
// to be broken. We just get flickering/black rendering when using pinned memory here -- degasus - 2013/08/20
// This bug only happens when paired with base_vertex.
// Please see issue #6105 on google code. Let's hope buffer storage solves this issues.
// Please see issue #6105 on Google Code. Let's hope buffer storage solves this issues.
// TODO: Detect broken drivers.
BUG_BROKENPINNEDMEMORY,
// Bug: Entirely broken UBOs
@ -134,7 +134,7 @@ namespace DriverDetails
// If a shader includes a textureSize function call then the shader compiler will call abort()
BUG_BROKENTEXTURESIZE,
// Bug: ARB_buffer_storage doesn't work with ARRAY_BUFFER type streams
// Affected devices: Geforce 4xx+
// Affected devices: GeForce 4xx+
// Started Version: -1
// Ended Version: 332.21
// The buffer_storage streaming method is required for greater speed gains in our buffer streaming
@ -150,14 +150,14 @@ namespace DriverDetails
// Intel HD 4000 series isn't affected by the bug
BUG_PRIMITIVERESTART,
// Bug: unsync mapping doesn't work fine
// Affected devices: nvidia driver
// Affected devices: Nvidia driver
// Started Version: -1
// Ended Version: -1
// The nvidia driver (both windows + linux) doesn't like unsync mapping performance wise.
// Because of their threaded behavoir, they seem not to handle unsync mapping complete unsync,
// The Nvidia driver (both Windows + Linux) doesn't like unsync mapping performance wise.
// Because of their threaded behavior, they seem not to handle unsync mapping complete unsync,
// in fact, they serialize the driver which adds a much bigger overhead.
// Workaround: Use BufferSubData
// TODO: some windows AMD driver/gpu combination seems also affected
// TODO: some Windows AMD driver/GPU combination seems also affected
// but as they all support pinned memory, it doesn't matter
BUG_BROKENUNSYNCMAPPING,
// Bug: Intel's Window driver broke buffer_storage with GL_ELEMENT_ARRAY_BUFFER

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@ -924,7 +924,7 @@ static inline void WriteTevRegular(T& out, const char* components, int bias, int
};
// Regular TEV stage: (d + bias + lerp(a,b,c)) * scale
// The GC/Wii GPU uses a very sophisticated algorithm for scale-lerping:
// The GameCube/Wii GPU uses a very sophisticated algorithm for scale-lerping:
// - c is scaled from 0..255 to 0..256, which allows dividing the result by 256 instead of 255
// - if scale is bigger than one, it is moved inside the lerp calculation for increased accuracy
// - a rounding bias is added before dividing by 256

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@ -5,7 +5,7 @@
// ---------------------------------------------------------------------------------------------
// GC graphics pipeline
// ---------------------------------------------------------------------------------------------
// 3d commands are issued through the fifo. The gpu draws to the 2MB EFB.
// 3d commands are issued through the fifo. The GPU draws to the 2MB EFB.
// The efb can be copied back into ram in two forms: as textures or as XFB.
// The XFB is the region in RAM that the VI chip scans out to the television.
// So, after all rendering to EFB is done, the image is copied into one of two XFBs in RAM.

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@ -5,7 +5,7 @@
// ---------------------------------------------------------------------------------------------
// GC graphics pipeline
// ---------------------------------------------------------------------------------------------
// 3d commands are issued through the fifo. The gpu draws to the 2MB EFB.
// 3d commands are issued through the fifo. The GPU draws to the 2MB EFB.
// The efb can be copied back into ram in two forms: as textures or as XFB.
// The XFB is the region in RAM that the VI chip scans out to the television.
// So, after all rendering to EFB is done, the image is copied into one of two XFBs in RAM.