[Code] Remove game names from code comments (most of at least)
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@@ -1662,7 +1662,7 @@ void D3D12CommandProcessor::PerformSwap(uint32_t frontbuffer_ptr,
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gamma_ramp_upload_mapping_ + gamma_ramp_footprint.Offset);
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for (uint32_t i = 0; i < 256; ++i) {
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uint32_t value = gamma_ramp_.normal[i].value;
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// Swap red and blue (Project Sylpheed has settings allowing separate
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// Swap red and blue (535107D4 has settings allowing separate
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// configuration).
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mapping[i] = ((value & 1023) << 20) | (value & (1023 << 10)) |
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((value >> 20) & 1023);
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@@ -2076,7 +2076,7 @@ bool D3D12CommandProcessor::IssueDraw(xenos::PrimitiveType primitive_type,
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memexport_stream.index_count * memexport_format_size;
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// Try to reduce the number of shared memory operations when writing
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// different elements into the same buffer through different exports
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// (happens in Halo 3).
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// (happens in 4D5307E6).
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bool memexport_range_reused = false;
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for (uint32_t i = 0; i < memexport_range_count; ++i) {
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MemExportRange& memexport_range = memexport_ranges[i];
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@@ -2878,8 +2878,9 @@ void D3D12CommandProcessor::UpdateSystemConstantValues(
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// Get the color info register values for each render target. Also, for ROV,
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// exclude components that don't exist in the format from the write mask.
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// Don't exclude fully overlapping render targets, however - two render
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// targets with the same base address are used in the lighting pass of Halo 3,
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// for example, with the needed one picked with dynamic control flow.
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// targets with the same base address are used in the lighting pass of
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// 4D5307E6, for example, with the needed one picked with dynamic control
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// flow.
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reg::RB_COLOR_INFO color_infos[4];
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float rt_clamp[4][4];
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uint32_t rt_keep_masks[4][2];
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@@ -2898,8 +2899,8 @@ void D3D12CommandProcessor::UpdateSystemConstantValues(
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}
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// Disable depth and stencil if it aliases a color render target (for
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// instance, during the XBLA logo in Banjo-Kazooie, though depth writing is
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// already disabled there).
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// instance, during the XBLA logo in 58410954, though depth writing is already
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// disabled there).
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bool depth_stencil_enabled =
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rb_depthcontrol.stencil_enable || rb_depthcontrol.z_enable;
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if (edram_rov_used && depth_stencil_enabled) {
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