[Code] Remove game names from code comments (most of at least)

This commit is contained in:
Triang3l
2021-09-05 21:03:05 +03:00
parent 6986d6c7e8
commit e720e0a540
48 changed files with 246 additions and 245 deletions

View File

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