[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

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