[Code] Remove game names from code comments (most of at least)
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@@ -24,12 +24,13 @@
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#include "xenia/gpu/texture_util.h"
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#include "xenia/gpu/xenos.h"
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// Very prominent in 545407F2.
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DEFINE_bool(
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resolve_resolution_scale_duplicate_second_pixel, true,
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"When using resolution scale, apply the hack that duplicates the "
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"right/lower host pixel in the left and top sides of render target resolve "
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"areas to eliminate the gap caused by half-pixel offset (this is necessary "
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"for certain games like GTA IV to work).",
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"for certain games to display the scene graphics).",
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"GPU");
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DEFINE_bool(
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@@ -952,11 +953,11 @@ bool GetResolveInfo(const RegisterFile& regs, const Memory& memory,
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dest_dimension = xenos::DataDimension::k2DOrStacked;
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// RB_COPY_DEST_PITCH::copy_dest_height is the real texture height used
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// for 3D texture pitch, it's not relative to 0,0 of the coordinate space
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// (in Halo 3, the sniper rifle scope has copy_dest_height of 192, but the
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// rectangle's Y is 64...256) - provide the real height of the rectangle
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// since 32x32 tiles are stored linearly anyway. In addition, the height
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// in RB_COPY_DEST_PITCH may be larger than needed - in Red Dead
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// Redemption, a UI texture for the letterbox bars alpha is located within
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// (in 4D5307E6, the sniper rifle scope has copy_dest_height of 192, but
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// the rectangle's Y is 64...256) - provide the real height of the
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// rectangle since 32x32 tiles are stored linearly anyway. In addition,
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// the height in RB_COPY_DEST_PITCH may be larger than needed - in
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// 5454082B, a UI texture for the letterbox bars alpha is located within
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// the range of a 1280x720 resolve target, so with resolution scaling it's
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// also wrongly detected as scaled, while only 1280x208 is being resolved.
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dest_height = uint32_t(y1 - y0);
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