[Code] Remove game names from code comments (most of at least)
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@@ -70,10 +70,10 @@ class RenderTargetCache {
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// Significant differences:
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// - 8_8_8_8_GAMMA - the piecewise linear gamma curve is very different than
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// sRGB, one possible path is conversion in shaders (resulting in
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// incorrect blending, especially visible on decals in Halo 3), another is
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// using sRGB render targets and either conversion on resolve or reading
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// the resolved data as a true sRGB texture (incorrect when the game
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// accesses the data directly, like The Orange Box).
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// incorrect blending, especially visible on decals in 4D5307E6), another
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// is using sRGB render targets and either conversion on resolve or
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// reading the resolved data as a true sRGB texture (incorrect when the
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// game accesses the data directly, like 4541080F).
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// - 2_10_10_10_FLOAT - ranges significantly different than in float16, much
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// smaller RGB range, and alpha is fixed-point and has only 2 bits.
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// - 16_16, 16_16_16_16 - has -32 to 32 range, not -1 to 1 - need either to
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@@ -445,9 +445,9 @@ class RenderTargetCache {
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// aliasing naively, precision may be lost - host depth must only be
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// overwritten if the new guest value is different than the current host depth
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// when converted to the guest format (this catches the usual case of
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// overwriting the depth buffer for clearing it mostly). Sonic the Hedgehog's
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// intro cutscene, for example, has a good example of corruption that happens
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// if this is not handled - the upper 1280x384 pixels are rendered in a very
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// overwriting the depth buffer for clearing it mostly). 534507D6 intro
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// cutscene, for example, has a good example of corruption that happens if
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// this is not handled - the upper 1280x384 pixels are rendered in a very
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// "striped" way if the depth precision is lost (if this is made always return
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// false).
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virtual bool IsHostDepthEncodingDifferent(
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@@ -627,7 +627,7 @@ class RenderTargetCache {
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// surface info was changed), to avoid unneeded render target switching (which
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// is especially undesirable on tile-based GPUs) in the implementation if
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// simply disabling depth / stencil test or color writes and then re-enabling
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// (Banjo-Kazooie does this often with color). Must also be used to determine
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// (58410954 does this often with color). Must also be used to determine
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// whether it's safe to enable depth / stencil or writing to a specific color
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// render target in the pipeline for this draw call.
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// Only valid for non-pixel-shader-interlock paths.
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