[Code] Remove game names from code comments (most of at least)
This commit is contained in:
@@ -335,10 +335,10 @@ union alignas(uint32_t) PA_SU_SC_MODE_CNTL {
|
||||
uint32_t cull_back : 1; // +1
|
||||
// 0 - front is CCW, 1 - front is CW.
|
||||
uint32_t face : 1; // +2
|
||||
// The game Fuse uses poly_mode 2 for triangles, which is "reserved" on R6xx
|
||||
// and not defined on Adreno 2xx, but polymode_front/back_ptype are 0
|
||||
// (points) in this case in Fuse, which should not be respected for
|
||||
// non-kDualMode as the game wants to draw filled triangles.
|
||||
// 4541096E uses poly_mode 2 for triangles, which is "reserved" on R6xx and
|
||||
// not defined on Adreno 2xx, but polymode_front/back_ptype are 0 (points)
|
||||
// in this case in 4541096E, which should not be respected for non-kDualMode
|
||||
// as the title wants to draw filled triangles.
|
||||
xenos::PolygonModeEnable poly_mode : 2; // +3
|
||||
xenos::PolygonType polymode_front_ptype : 3; // +5
|
||||
xenos::PolygonType polymode_back_ptype : 3; // +8
|
||||
@@ -559,16 +559,16 @@ union alignas(uint32_t) RB_COLORCONTROL {
|
||||
// (gl_FragCoord.y near 0 in the top, near 1 in the bottom here - D3D-like.)
|
||||
// For 2 samples, the top sample (closer to gl_FragCoord.y 0) is covered
|
||||
// when alpha is in [0.5, 1), the bottom sample is covered when the alpha is
|
||||
// [1. With these thresholds, however, in Red Dead Redemption, almost all
|
||||
// distant trees are transparent, this is asymmetric - fully transparent for
|
||||
// a quarter of the range (or even half of the range for 2x and almost the
|
||||
// entire range for 1x), but fully opaque only in one value.
|
||||
// [1. With these thresholds, however, in 5454082B, almost all distant trees
|
||||
// are transparent, this is asymmetric - fully transparent for a quarter of
|
||||
// the range (or even half of the range for 2x and almost the entire range
|
||||
// for 1x), but fully opaque only in one value.
|
||||
// Though, 2, 2, 2, 2 offset values are commonly used for undithered alpha
|
||||
// to coverage (in games such as Red Dead Redemption, and overall in AMD
|
||||
// driver implementations) - it appears that 2, 2, 2, 2 offsets are supposed
|
||||
// to make this symmetric.
|
||||
// Both Red Dead Redemption and RADV (which used AMDVLK as a reference) use
|
||||
// 3, 1, 0, 2 offsets for dithered alpha to mask.
|
||||
// to coverage (in games such as 5454082B, and overall in AMD driver
|
||||
// implementations) - it appears that 2, 2, 2, 2 offsets are supposed to
|
||||
// make this symmetric.
|
||||
// Both 5454082B and RADV (which used AMDVLK as a reference) use 3, 1, 0, 2
|
||||
// offsets for dithered alpha to mask.
|
||||
// https://gitlab.freedesktop.org/nchery/mesa/commit/8a52e4cc4fad4f1c75acc0badd624778f9dfe202
|
||||
// It appears that the offsets lower the thresholds by (offset / 4 /
|
||||
// sample count). That's consistent with both 2, 2, 2, 2 making the test
|
||||
|
||||
Reference in New Issue
Block a user