[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

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@@ -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