[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

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