[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

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