[Code] Remove game names from code comments (most of at least)
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@@ -67,7 +67,7 @@ constexpr bool IsPrimitivePolygonal(bool vgt_output_path_is_tessellation_enable,
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// TODO(Triang3l): Investigate how kRectangleList should be treated - possibly
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// actually drawn as two polygons on the console, however, the current
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// geometry shader doesn't care about the winding order - allowing backface
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// culling for rectangles currently breaks Gears of War 2.
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// culling for rectangles currently breaks 4D53082D.
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return false;
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}
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@@ -112,10 +112,10 @@ constexpr float GetD3D10PolygonOffsetFactor(
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return float(1 << 24);
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}
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// 20 explicit + 1 implicit (1.) mantissa bits.
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// 2^20 is not enough for Call of Duty 4 retail version's first mission F.N.G.
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// shooting range floor (with the number 1) on Direct3D 12. Tested on Nvidia
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// GeForce GTX 1070, the exact formula (taking into account the 0...1 to
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// 0...0.5 remapping described below) used for testing is
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// 2^20 is not enough for 415607E6 retail version's training mission shooting
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// range floor (with the number 1) on Direct3D 12. Tested on Nvidia GeForce
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// GTX 1070, the exact formula (taking into account the 0...1 to 0...0.5
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// remapping described below) used for testing is
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// `int(ceil(offset * 2^20 * 0.5)) * sign(offset)`. With 2^20 * 0.5, there
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// are various kinds of stripes dependending on the view angle in that
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// location. With 2^21 * 0.5, the issue is not present.
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@@ -141,7 +141,7 @@ inline bool DoesCoverageDependOnAlpha(reg::RB_COLORCONTROL rb_colorcontrol) {
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// pre-passes and shadowmaps. The shader must have its ucode analyzed. If
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// IsRasterizationPotentiallyDone, this shouldn't be called, and assumed false
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// instead. Helps reject the pixel shader in some cases - memexport draws in
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// Halo 3, and also most of some 1-point draws not covering anything done for
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// 4D5307E6, and also most of some 1-point draws not covering anything done for
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// some reason in different games with a leftover pixel shader from the previous
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// draw, but with SQ_PROGRAM_CNTL destroyed, reducing the number of
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// unpredictable unneeded translations of random shaders with different host
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