[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

@@ -705,10 +705,10 @@ void DxbcShaderTranslator::ProcessTextureFetchInstruction(
// Add a small epsilon to the offset (1.5/4 the fixed-point texture
// coordinate ULP - shouldn't significantly effect the fixed-point
// conversion; 1/4 is also not enough with 3x resolution scaling very
// noticeably on the weapon in Halo 3) to resolve ambiguity when fetching
// noticeably on the weapon in 4D5307E6) to resolve ambiguity when fetching
// point-sampled textures between texels. This applies to both normalized
// (Banjo-Kazooie Xbox Live Arcade logo, coordinates interpolated between
// vertices with half-pixel offset) and unnormalized (Halo 3 lighting
// (58410954 Xbox Live Arcade logo, coordinates interpolated between
// vertices with half-pixel offset) and unnormalized (4D5307E6 lighting
// G-buffer reading, ps_param_gen pixels) coordinates. On Nvidia Pascal,
// without this adjustment, blockiness is visible in both cases. Possibly
// there is a better way, however, an attempt was made to error-correct
@@ -1595,13 +1595,12 @@ void DxbcShaderTranslator::ProcessTextureFetchInstruction(
// - Data.
// Viva Pinata uses vertex displacement map textures for tessellated
// models like the beehive tree with explicit LOD with point sampling
// (they store values packed in two components), however, the fetch
// constant has anisotropic filtering enabled. However, Direct3D 12
// doesn't allow mixing anisotropic and point filtering. Possibly
// anistropic filtering should be disabled when explicit LOD is used - do
// this here.
// 4D5307F2 uses vertex displacement map textures for tessellated models
// like the beehive tree with explicit LOD with point sampling (they store
// values packed in two components), however, the fetch constant has
// anisotropic filtering enabled. However, Direct3D 12 doesn't allow
// mixing anisotropic and point filtering. Possibly anistropic filtering
// should be disabled when explicit LOD is used - do this here.
uint32_t sampler_binding_index = FindOrAddSamplerBinding(
tfetch_index, instr.attributes.mag_filter,
instr.attributes.min_filter, instr.attributes.mip_filter,