[Code] Remove game names from code comments (most of at least)
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@@ -40,6 +40,7 @@ DEFINE_bool(
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"reduce bandwidth usage during transfers as the previous depth won't need "
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"to be read.",
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"GPU");
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// The round trip is done, in particular, in 545407F2.
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DEFINE_string(
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depth_float24_conversion, "",
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"Method for converting 32-bit Z values to 20e4 floating point when using "
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@@ -56,8 +57,8 @@ DEFINE_string(
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" + Highest performance, allows early depth test and writing.\n"
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" + Host MSAA is possible with pixel-rate shading where supported.\n"
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" - EDRAM > RAM > EDRAM depth buffer round trip done in certain games "
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"(such as GTA IV) destroys precision irreparably, causing artifacts if "
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"another rendering pass is done after the EDRAM reupload.\n"
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"destroys precision irreparably, causing artifacts if another rendering "
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"pass is done after the EDRAM reupload.\n"
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" truncate:\n"
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" Convert to 20e4 directly in pixel shaders, always rounding down.\n"
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" + Average performance, conservative early depth test is possible.\n"
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@@ -96,18 +97,15 @@ DEFINE_bool(
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"bloom, etc., in some cases.",
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"GPU");
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// Disabled by default because of full-screen effects that occur when game
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// shaders assume piecewise linear, much more severe than blending-related
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// issues.
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// shaders assume piecewise linear (4541080F), much more severe than
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// blending-related issues.
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DEFINE_bool(
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gamma_render_target_as_srgb, false,
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"When the host can't write piecewise linear gamma directly with correct "
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"blending, use sRGB output on the host for conceptually correct blending "
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"in linear color space (to prevent issues such as bright squares around "
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"bullet holes and overly dark lighting in Halo 3) while having slightly "
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"different precision distribution in the render target and severely "
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"incorrect values if the game accesses the resulting colors directly as "
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"raw data (the whole screen in The Orange Box, for instance, since when "
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"the first loading bar appears).",
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"in linear color space while having slightly different precision "
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"distribution in the render target and severely incorrect values if the "
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"game accesses the resulting colors directly as raw data.",
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"GPU");
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DEFINE_bool(
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mrt_edram_used_range_clamp_to_min, true,
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@@ -493,9 +491,9 @@ bool RenderTargetCache::Update(bool is_rasterization_done,
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// (issues caused by color and depth render target collisions haven't been
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// found yet), but render targets with smaller index are considered more
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// important - specifically, because of the usage in the lighting pass of
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// Halo 3, which can be checked in the vertical look calibration sequence in
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// 4D5307E6, which can be checked in the vertical look calibration sequence in
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// the beginning of the game: if render target 0 is removed in favor of 1, the
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// UNSC servicemen and the world will be too dark, like fully in shadow -
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// characters and the world will be too dark, like fully in shadow -
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// especially prominent on the helmet. This happens because the shader picks
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// between two render targets to write dynamically (though with a static, bool
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// constant condition), but all other state is set up in a way that implies
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@@ -624,7 +622,7 @@ bool RenderTargetCache::Update(bool is_rasterization_done,
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// "As if it was 64bpp" (contribution of 32bpp render targets multiplied by 2,
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// and clamping for 32bpp render targets divides this by 2) because 32bpp
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// render targets can be combined with twice as long 64bpp render targets. An
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// example is the Dead Space 3 menu background (1-sample 1152x720, or 1200x720
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// example is the 4541099D menu background (1-sample 1152x720, or 1200x720
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// after rounding to tiles, with a 32bpp depth buffer at 0 requiring 675
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// tiles, and a 64bpp color buffer at 675 requiring 1350 tiles, but the
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// smallest distance between two render target bases is 675 tiles).
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