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https://github.com/izzy2lost/dolphin.git
synced 2026-06-19 01:16:48 -07:00
Merge pull request #14289 from Sintendo/typos
Fix various typos and spelling mistakes
This commit is contained in:
@@ -60,7 +60,7 @@ struct RasterSurfaceShaderData
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// These shader properties describe the input that the
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// shader expects to expose. The key is text
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// expected to be in the shader code and the propery
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// expected to be in the shader code and the property
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// describes various details about the input
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std::vector<ShaderProperty> uniform_properties;
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std::string vertex_source;
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@@ -20,7 +20,7 @@ struct TextureSamplerValue
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// If 'Asset' is used, the sampler is pulled
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// directly from the asset properties
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// If 'TextureHash' is chosen, the sampler is pulled
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// from the game with the cooresponding texture hash
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// from the game with the corresponding texture hash
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enum class SamplerOrigin
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{
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Asset,
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@@ -153,7 +153,7 @@ bool CPUCull::AreAllVerticesCulled(VertexLoaderBase* loader, OpcodeDecoder::Prim
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Common::AllocateAlignedMemory(new_size * sizeof(TransformedVertex), 32)));
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}
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// transform functions need the projection matrix to tranform to clip space
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// transform functions need the projection matrix to transform to clip space
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auto& system = Core::System::GetInstance();
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system.GetVertexShaderManager().SetProjectionMatrix(system.GetXFStateManager());
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@@ -325,7 +325,7 @@ enum Bug
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// BUG: Some driver and Apple Silicon GPU combinations have problems with fragment discard when
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// early depth test is enabled. Discarded fragments may appear corrupted (Super Mario Sunshine,
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// Sonic Adventure 2: Battle, Phantasy Star Online Epsiodes 1 & 2, etc).
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// Sonic Adventure 2: Battle, Phantasy Star Online Episodes 1 & 2, etc).
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// Affected devices: Apple Silicon GPUs of Apple family 4 and newer.
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// Started version: -1
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// Ended version: -1
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@@ -18,7 +18,7 @@ void GeometryShaderManager::Init()
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{
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constants = {};
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// Init any intial constants which aren't zero when bpmem is zero.
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// Init any initial constants which aren't zero when bpmem is zero.
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SetViewportChanged();
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SetProjectionChanged();
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@@ -16,7 +16,7 @@ void PixelShaderManager::Init()
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{
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constants = {};
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// Init any intial constants which aren't zero when bpmem is zero.
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// Init any initial constants which aren't zero when bpmem is zero.
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m_fog_range_adjusted_changed = true;
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m_viewport_changed = false;
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@@ -51,9 +51,9 @@ void PixelShaderManager::Init()
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constants.konst[10][component] = 0;
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constants.konst[11][component] = 0;
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// Annoyingly, alpha reads zero values for the .rgb colors (offically
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// Annoyingly, alpha reads zero values for the .rgb colors (officially
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// defined as invalid)
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// If it wasn't for this, we could just use one of the first 3 colunms
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// If it wasn't for this, we could just use one of the first 3 columns
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// instead of
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// wasting an entire 4th column just for alpha.
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if (component == 3)
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@@ -908,7 +908,7 @@ void PostProcessing::FillUniformBuffer(const MathUtil::Rectangle<int>& src,
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g_ActiveConfig.color_correction.fSDRDisplayCustomGamma;
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// scRGB (RGBA16F) expects linear values as opposed to sRGB gamma
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builtin_uniforms.linear_space_output = m_framebuffer_format == AbstractTextureFormat::RGBA16F;
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// Implies ouput values can be beyond the 0-1 range
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// Implies output values can be beyond the 0-1 range
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builtin_uniforms.hdr_output = m_framebuffer_format == AbstractTextureFormat::RGBA16F;
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builtin_uniforms.hdr_paper_white_nits = g_ActiveConfig.color_correction.fHDRPaperWhiteNits;
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// A value of 1 1 1 usually matches 80 nits in HDR
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@@ -628,7 +628,7 @@ std::tuple<float, float> Presenter::ApplyStandardAspectCrop(float width, float h
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// For the custom (relative) case, we want to crop from the native aspect ratio
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// to the specific target one, as they likely have a small difference
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case AspectMode::Custom:
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// There should be no cropping needed in the custom strech case,
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// There should be no cropping needed in the custom stretch case,
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// as output should always exactly match the target aspect ratio
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case AspectMode::CustomStretch:
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expected_aspect = g_ActiveConfig.GetCustomAspectRatio();
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@@ -76,7 +76,7 @@ static DstBlendFactor RemoveDstAlphaUsage(DstBlendFactor factor)
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}
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// We separate the blending parameter for rgb and alpha. For blending
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// the alpha component, CLR and ALPHA are indentical. So just always
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// the alpha component, CLR and ALPHA are identical. So just always
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// use ALPHA as this makes it easier for the backends to use the second
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// alpha value of dual source blending.
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static DstBlendFactor RemoveSrcColorUsage(DstBlendFactor factor)
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@@ -569,7 +569,7 @@ void TextureCacheBase::DoSaveState(PointerWrap& p)
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auto ShouldSaveEntry = [](const RcTcacheEntry& entry) {
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// We skip non-copies as they can be decoded from RAM when the state is loaded.
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// Storing them would duplicate data in the save state file, adding to decompression time.
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// We also need to store invalidated entires, as they can't be restored from RAM.
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// We also need to store invalidated entries, as they can't be restored from RAM.
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return entry->IsCopy() || entry->invalidated;
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};
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auto AddCacheEntryToMap = [&entry_map, &entries_to_save](const RcTcacheEntry& entry) -> u32 {
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@@ -1257,7 +1257,7 @@ TCacheEntry* TextureCacheBase::LoadImpl(const TextureInfo& texture_info, bool fo
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// If the TMEM configuration is such that this texture is more or less guaranteed to still
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// be in TMEM, then we know we can reuse the old entry without even hashing the memory
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//
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// It's possible this texture has already been overwritten in emulated memory and therfore
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// It's possible this texture has already been overwritten in emulated memory and therefore
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// invalidated from our texture cache, but we want to use it anyway to approximate the
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// result of the game using an overwritten texture cached in TMEM.
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//
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@@ -2471,7 +2471,7 @@ void TextureCacheBase::CopyRenderTargetToTexture(
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if (OpcodeDecoder::g_record_fifo_data)
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{
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// Mark the memory behind this efb copy as dynamicly generated for the Fifo log
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// Mark the memory behind this efb copy as dynamically generated for the Fifo log
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u32 address = dstAddr;
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for (u32 i = 0; i < num_blocks_y; i++)
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{
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@@ -2690,7 +2690,7 @@ TextureCacheBase::FindMatchingTextureFromPool(const TextureConfig& config)
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// Find a texture from the pool that does not have a frameCount of FRAMECOUNT_INVALID.
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// This prevents a texture from being used twice in a single frame with different data,
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// which potentially means that a driver has to maintain two copies of the texture anyway.
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// Render-target textures are fine through, as they have to be generated in a seperated pass.
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// Render-target textures are fine through, as they have to be generated in a separate pass.
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// As non-render-target textures are usually static, this should not matter much.
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auto range = m_texture_pool.equal_range(config);
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auto matching_iter = std::find_if(range.first, range.second, [](const auto& iter) {
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@@ -1006,7 +1006,7 @@ static void TexDecoder_DecodeImpl_RGBA8_SSSE3(u32* dst, const u8* src, int width
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TextureFormat texformat, const u8* tlut,
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TLUTFormat tlutfmt, int Wsteps4, int Wsteps8)
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{
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// xsacha optimized with SSSE3 instrinsics
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// xsacha optimized with SSSE3 intrinsics
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// Produces a ~30% speed improvement over SSE2 implementation
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for (int y = 0; y < height; y += 4)
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{
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@@ -1212,7 +1212,7 @@ static void TexDecoder_DecodeImpl_CMPR(u32* dst, const u8* src, int width, int h
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int cmp1 = _mm_extract_epi16(cmprgb0rgb1, 4);
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// green:
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// NOTE: We start with the larger number of bits (6) firts for G and shift the mask down
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// NOTE: We start with the larger number of bits (6) first for G and shift the mask down
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// 1 bit to get a 5-bit mask later for R and B components.
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// low6mask == _mm_set_epi32(0x0000FC00, 0x0000FC00, 0x0000FC00, 0x0000FC00)
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const __m128i low6mask = _mm_slli_epi32(_mm_srli_epi32(allFFs128, 24 + 2), 8 + 2);
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@@ -557,7 +557,7 @@ ShaderCode GenPixelShader(APIType api_type, const ShaderHostConfig& host_config,
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out.Write("}}\n"
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"\n");
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// Since the fixed-point texture coodinate variables aren't global, we need to pass
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// Since the fixed-point texture coordinate variables aren't global, we need to pass
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// them to the select function. This applies to all backends.
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if (numTexgen > 0)
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{
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@@ -439,7 +439,7 @@ float3 load_input_float3_rawtex(uint vtx_offset, uint attr_offset) {{
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// There are two different ways to do this, when the depth range is oversized, we process
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// the depth range in the vertex shader, if not we let the host driver handle it.
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//
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// Adjust z for the depth range. We're using an equation which incorperates a depth inversion,
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// Adjust z for the depth range. We're using an equation which incorporates a depth inversion,
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// so we can map the console -1..0 range to the 0..1 range used in the depth buffer.
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// We have to handle the depth range in the vertex shader instead of after the perspective
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// divide, because some games will use a depth range larger than what is allowed by the
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@@ -451,7 +451,7 @@ float3 load_input_float3_rawtex(uint vtx_offset, uint attr_offset) {{
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if (!host_config.backend_clip_control)
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{
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// If the graphics API doesn't support a depth range of 0..1, then we need to map z to
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// the -1..1 range. Unfortunately we have to use a substraction, which is a lossy floating-point
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// the -1..1 range. Unfortunately we have to use a subtraction, which is a lossy floating-point
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// operation that can introduce a round-trip error.
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out.Write("o.pos.z = o.pos.z * 2.0 - o.pos.w;\n");
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}
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@@ -965,7 +965,7 @@ void VertexManagerBase::OnDraw()
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void VertexManagerBase::OnCPUEFBAccess()
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{
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// Check this isn't another access without any draws inbetween.
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// Check this isn't another access without any draws in between.
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if (!m_cpu_accesses_this_frame.empty() && m_cpu_accesses_this_frame.back() == m_draw_counter)
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return;
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@@ -792,7 +792,7 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const ShaderHostConfig& ho
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// There are two different ways to do this, when the depth range is oversized, we process
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// the depth range in the vertex shader, if not we let the host driver handle it.
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//
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// Adjust z for the depth range. We're using an equation which incorperates a depth inversion,
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// Adjust z for the depth range. We're using an equation which incorporates a depth inversion,
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// so we can map the console -1..0 range to the 0..1 range used in the depth buffer.
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// We have to handle the depth range in the vertex shader instead of after the perspective
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// divide, because some games will use a depth range larger than what is allowed by the
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@@ -804,7 +804,7 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const ShaderHostConfig& ho
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if (!host_config.backend_clip_control)
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{
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// If the graphics API doesn't support a depth range of 0..1, then we need to map z to
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// the -1..1 range. Unfortunately we have to use a substraction, which is a lossy floating-point
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// the -1..1 range. Unfortunately we have to use a subtraction, which is a lossy floating-point
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// operation that can introduce a round-trip error.
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out.Write("o.pos.z = o.pos.z * 2.0 - o.pos.w;\n");
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}
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@@ -4,7 +4,7 @@
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// IMPORTANT: UI etc should modify g_Config. Graphics code should read g_ActiveConfig.
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// The reason for this is to get rid of race conditions etc when the configuration
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// changes in the middle of a frame. This is done by copying g_Config to g_ActiveConfig
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// at the start of every frame. Noone should ever change members of g_ActiveConfig
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// at the start of every frame. No one should ever change members of g_ActiveConfig
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// directly.
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#pragma once
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