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Minor consistency changes
Mostly small changes, like capitalization and spelling
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@ -97,10 +97,10 @@ namespace DriverDetails
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// Started Version: ?
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// Ended Version: 13.9 working for me (neobrain).
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// Affected OS: Linux
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// Pinned memory is disabled for index buffer as the amd driver (the only one with pinned memory support) seems
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// Pinned memory is disabled for index buffer as the AMD driver (the only one with pinned memory support) seems
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// to be broken. We just get flickering/black rendering when using pinned memory here -- degasus - 2013/08/20
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// This bug only happens when paired with base_vertex.
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// Please see issue #6105 on google code. Let's hope buffer storage solves this issues.
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// Please see issue #6105 on Google Code. Let's hope buffer storage solves this issues.
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// TODO: Detect broken drivers.
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BUG_BROKENPINNEDMEMORY,
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// Bug: Entirely broken UBOs
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@ -134,7 +134,7 @@ namespace DriverDetails
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// If a shader includes a textureSize function call then the shader compiler will call abort()
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BUG_BROKENTEXTURESIZE,
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// Bug: ARB_buffer_storage doesn't work with ARRAY_BUFFER type streams
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// Affected devices: Geforce 4xx+
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// Affected devices: GeForce 4xx+
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// Started Version: -1
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// Ended Version: 332.21
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// The buffer_storage streaming method is required for greater speed gains in our buffer streaming
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@ -150,14 +150,14 @@ namespace DriverDetails
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// Intel HD 4000 series isn't affected by the bug
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BUG_PRIMITIVERESTART,
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// Bug: unsync mapping doesn't work fine
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// Affected devices: nvidia driver
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// Affected devices: Nvidia driver
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// Started Version: -1
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// Ended Version: -1
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// The nvidia driver (both windows + linux) doesn't like unsync mapping performance wise.
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// Because of their threaded behavoir, they seem not to handle unsync mapping complete unsync,
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// The Nvidia driver (both Windows + Linux) doesn't like unsync mapping performance wise.
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// Because of their threaded behavior, they seem not to handle unsync mapping complete unsync,
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// in fact, they serialize the driver which adds a much bigger overhead.
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// Workaround: Use BufferSubData
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// TODO: some windows AMD driver/gpu combination seems also affected
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// TODO: some Windows AMD driver/GPU combination seems also affected
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// but as they all support pinned memory, it doesn't matter
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BUG_BROKENUNSYNCMAPPING,
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// 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
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};
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// Regular TEV stage: (d + bias + lerp(a,b,c)) * scale
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// The GC/Wii GPU uses a very sophisticated algorithm for scale-lerping:
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// The GameCube/Wii GPU uses a very sophisticated algorithm for scale-lerping:
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// - c is scaled from 0..255 to 0..256, which allows dividing the result by 256 instead of 255
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// - if scale is bigger than one, it is moved inside the lerp calculation for increased accuracy
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// - a rounding bias is added before dividing by 256
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@ -5,7 +5,7 @@
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// ---------------------------------------------------------------------------------------------
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// GC graphics pipeline
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// ---------------------------------------------------------------------------------------------
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// 3d commands are issued through the fifo. The gpu draws to the 2MB EFB.
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// 3d commands are issued through the fifo. The GPU draws to the 2MB EFB.
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// The efb can be copied back into ram in two forms: as textures or as XFB.
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// The XFB is the region in RAM that the VI chip scans out to the television.
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// 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 @@
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// ---------------------------------------------------------------------------------------------
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// GC graphics pipeline
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// ---------------------------------------------------------------------------------------------
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// 3d commands are issued through the fifo. The gpu draws to the 2MB EFB.
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// 3d commands are issued through the fifo. The GPU draws to the 2MB EFB.
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// The efb can be copied back into ram in two forms: as textures or as XFB.
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// The XFB is the region in RAM that the VI chip scans out to the television.
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// So, after all rendering to EFB is done, the image is copied into one of two XFBs in RAM.
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