Merge pull request #14289 from Sintendo/typos

Fix various typos and spelling mistakes
This commit is contained in:
JMC47
2026-01-17 19:10:50 -05:00
committed by GitHub
101 changed files with 245 additions and 243 deletions
+1 -1
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@@ -60,7 +60,7 @@ struct RasterSurfaceShaderData
// These shader properties describe the input that the
// shader expects to expose. The key is text
// expected to be in the shader code and the propery
// expected to be in the shader code and the property
// describes various details about the input
std::vector<ShaderProperty> uniform_properties;
std::string vertex_source;
@@ -20,7 +20,7 @@ struct TextureSamplerValue
// If 'Asset' is used, the sampler is pulled
// directly from the asset properties
// If 'TextureHash' is chosen, the sampler is pulled
// from the game with the cooresponding texture hash
// from the game with the corresponding texture hash
enum class SamplerOrigin
{
Asset,
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@@ -153,7 +153,7 @@ bool CPUCull::AreAllVerticesCulled(VertexLoaderBase* loader, OpcodeDecoder::Prim
Common::AllocateAlignedMemory(new_size * sizeof(TransformedVertex), 32)));
}
// transform functions need the projection matrix to tranform to clip space
// transform functions need the projection matrix to transform to clip space
auto& system = Core::System::GetInstance();
system.GetVertexShaderManager().SetProjectionMatrix(system.GetXFStateManager());
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@@ -325,7 +325,7 @@ enum Bug
// BUG: Some driver and Apple Silicon GPU combinations have problems with fragment discard when
// early depth test is enabled. Discarded fragments may appear corrupted (Super Mario Sunshine,
// Sonic Adventure 2: Battle, Phantasy Star Online Epsiodes 1 & 2, etc).
// Sonic Adventure 2: Battle, Phantasy Star Online Episodes 1 & 2, etc).
// Affected devices: Apple Silicon GPUs of Apple family 4 and newer.
// Started version: -1
// Ended version: -1
@@ -18,7 +18,7 @@ void GeometryShaderManager::Init()
{
constants = {};
// Init any intial constants which aren't zero when bpmem is zero.
// Init any initial constants which aren't zero when bpmem is zero.
SetViewportChanged();
SetProjectionChanged();
@@ -16,7 +16,7 @@ void PixelShaderManager::Init()
{
constants = {};
// Init any intial constants which aren't zero when bpmem is zero.
// Init any initial constants which aren't zero when bpmem is zero.
m_fog_range_adjusted_changed = true;
m_viewport_changed = false;
@@ -51,9 +51,9 @@ void PixelShaderManager::Init()
constants.konst[10][component] = 0;
constants.konst[11][component] = 0;
// Annoyingly, alpha reads zero values for the .rgb colors (offically
// Annoyingly, alpha reads zero values for the .rgb colors (officially
// defined as invalid)
// If it wasn't for this, we could just use one of the first 3 colunms
// If it wasn't for this, we could just use one of the first 3 columns
// instead of
// wasting an entire 4th column just for alpha.
if (component == 3)
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@@ -908,7 +908,7 @@ void PostProcessing::FillUniformBuffer(const MathUtil::Rectangle<int>& src,
g_ActiveConfig.color_correction.fSDRDisplayCustomGamma;
// scRGB (RGBA16F) expects linear values as opposed to sRGB gamma
builtin_uniforms.linear_space_output = m_framebuffer_format == AbstractTextureFormat::RGBA16F;
// Implies ouput values can be beyond the 0-1 range
// Implies output values can be beyond the 0-1 range
builtin_uniforms.hdr_output = m_framebuffer_format == AbstractTextureFormat::RGBA16F;
builtin_uniforms.hdr_paper_white_nits = g_ActiveConfig.color_correction.fHDRPaperWhiteNits;
// A value of 1 1 1 usually matches 80 nits in HDR
+1 -1
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@@ -628,7 +628,7 @@ std::tuple<float, float> Presenter::ApplyStandardAspectCrop(float width, float h
// For the custom (relative) case, we want to crop from the native aspect ratio
// to the specific target one, as they likely have a small difference
case AspectMode::Custom:
// There should be no cropping needed in the custom strech case,
// There should be no cropping needed in the custom stretch case,
// as output should always exactly match the target aspect ratio
case AspectMode::CustomStretch:
expected_aspect = g_ActiveConfig.GetCustomAspectRatio();
+1 -1
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@@ -76,7 +76,7 @@ static DstBlendFactor RemoveDstAlphaUsage(DstBlendFactor factor)
}
// We separate the blending parameter for rgb and alpha. For blending
// the alpha component, CLR and ALPHA are indentical. So just always
// the alpha component, CLR and ALPHA are identical. So just always
// use ALPHA as this makes it easier for the backends to use the second
// alpha value of dual source blending.
static DstBlendFactor RemoveSrcColorUsage(DstBlendFactor factor)
+4 -4
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@@ -569,7 +569,7 @@ void TextureCacheBase::DoSaveState(PointerWrap& p)
auto ShouldSaveEntry = [](const RcTcacheEntry& entry) {
// We skip non-copies as they can be decoded from RAM when the state is loaded.
// Storing them would duplicate data in the save state file, adding to decompression time.
// We also need to store invalidated entires, as they can't be restored from RAM.
// We also need to store invalidated entries, as they can't be restored from RAM.
return entry->IsCopy() || entry->invalidated;
};
auto AddCacheEntryToMap = [&entry_map, &entries_to_save](const RcTcacheEntry& entry) -> u32 {
@@ -1257,7 +1257,7 @@ TCacheEntry* TextureCacheBase::LoadImpl(const TextureInfo& texture_info, bool fo
// If the TMEM configuration is such that this texture is more or less guaranteed to still
// be in TMEM, then we know we can reuse the old entry without even hashing the memory
//
// It's possible this texture has already been overwritten in emulated memory and therfore
// It's possible this texture has already been overwritten in emulated memory and therefore
// invalidated from our texture cache, but we want to use it anyway to approximate the
// result of the game using an overwritten texture cached in TMEM.
//
@@ -2471,7 +2471,7 @@ void TextureCacheBase::CopyRenderTargetToTexture(
if (OpcodeDecoder::g_record_fifo_data)
{
// Mark the memory behind this efb copy as dynamicly generated for the Fifo log
// Mark the memory behind this efb copy as dynamically generated for the Fifo log
u32 address = dstAddr;
for (u32 i = 0; i < num_blocks_y; i++)
{
@@ -2690,7 +2690,7 @@ TextureCacheBase::FindMatchingTextureFromPool(const TextureConfig& config)
// Find a texture from the pool that does not have a frameCount of FRAMECOUNT_INVALID.
// This prevents a texture from being used twice in a single frame with different data,
// which potentially means that a driver has to maintain two copies of the texture anyway.
// Render-target textures are fine through, as they have to be generated in a seperated pass.
// Render-target textures are fine through, as they have to be generated in a separate pass.
// As non-render-target textures are usually static, this should not matter much.
auto range = m_texture_pool.equal_range(config);
auto matching_iter = std::find_if(range.first, range.second, [](const auto& iter) {
@@ -1006,7 +1006,7 @@ static void TexDecoder_DecodeImpl_RGBA8_SSSE3(u32* dst, const u8* src, int width
TextureFormat texformat, const u8* tlut,
TLUTFormat tlutfmt, int Wsteps4, int Wsteps8)
{
// xsacha optimized with SSSE3 instrinsics
// xsacha optimized with SSSE3 intrinsics
// Produces a ~30% speed improvement over SSE2 implementation
for (int y = 0; y < height; y += 4)
{
@@ -1212,7 +1212,7 @@ static void TexDecoder_DecodeImpl_CMPR(u32* dst, const u8* src, int width, int h
int cmp1 = _mm_extract_epi16(cmprgb0rgb1, 4);
// green:
// NOTE: We start with the larger number of bits (6) firts for G and shift the mask down
// NOTE: We start with the larger number of bits (6) first for G and shift the mask down
// 1 bit to get a 5-bit mask later for R and B components.
// low6mask == _mm_set_epi32(0x0000FC00, 0x0000FC00, 0x0000FC00, 0x0000FC00)
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,
out.Write("}}\n"
"\n");
// Since the fixed-point texture coodinate variables aren't global, we need to pass
// Since the fixed-point texture coordinate variables aren't global, we need to pass
// them to the select function. This applies to all backends.
if (numTexgen > 0)
{
+2 -2
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@@ -439,7 +439,7 @@ float3 load_input_float3_rawtex(uint vtx_offset, uint attr_offset) {{
// There are two different ways to do this, when the depth range is oversized, we process
// the depth range in the vertex shader, if not we let the host driver handle it.
//
// Adjust z for the depth range. We're using an equation which incorperates a depth inversion,
// Adjust z for the depth range. We're using an equation which incorporates a depth inversion,
// so we can map the console -1..0 range to the 0..1 range used in the depth buffer.
// We have to handle the depth range in the vertex shader instead of after the perspective
// divide, because some games will use a depth range larger than what is allowed by the
@@ -451,7 +451,7 @@ float3 load_input_float3_rawtex(uint vtx_offset, uint attr_offset) {{
if (!host_config.backend_clip_control)
{
// If the graphics API doesn't support a depth range of 0..1, then we need to map z to
// the -1..1 range. Unfortunately we have to use a substraction, which is a lossy floating-point
// the -1..1 range. Unfortunately we have to use a subtraction, which is a lossy floating-point
// operation that can introduce a round-trip error.
out.Write("o.pos.z = o.pos.z * 2.0 - o.pos.w;\n");
}
@@ -965,7 +965,7 @@ void VertexManagerBase::OnDraw()
void VertexManagerBase::OnCPUEFBAccess()
{
// Check this isn't another access without any draws inbetween.
// Check this isn't another access without any draws in between.
if (!m_cpu_accesses_this_frame.empty() && m_cpu_accesses_this_frame.back() == m_draw_counter)
return;
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@@ -792,7 +792,7 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const ShaderHostConfig& ho
// There are two different ways to do this, when the depth range is oversized, we process
// the depth range in the vertex shader, if not we let the host driver handle it.
//
// Adjust z for the depth range. We're using an equation which incorperates a depth inversion,
// Adjust z for the depth range. We're using an equation which incorporates a depth inversion,
// so we can map the console -1..0 range to the 0..1 range used in the depth buffer.
// We have to handle the depth range in the vertex shader instead of after the perspective
// divide, because some games will use a depth range larger than what is allowed by the
@@ -804,7 +804,7 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const ShaderHostConfig& ho
if (!host_config.backend_clip_control)
{
// If the graphics API doesn't support a depth range of 0..1, then we need to map z to
// the -1..1 range. Unfortunately we have to use a substraction, which is a lossy floating-point
// the -1..1 range. Unfortunately we have to use a subtraction, which is a lossy floating-point
// operation that can introduce a round-trip error.
out.Write("o.pos.z = o.pos.z * 2.0 - o.pos.w;\n");
}
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@@ -4,7 +4,7 @@
// IMPORTANT: UI etc should modify g_Config. Graphics code should read g_ActiveConfig.
// The reason for this is to get rid of race conditions etc when the configuration
// changes in the middle of a frame. This is done by copying g_Config to g_ActiveConfig
// at the start of every frame. Noone should ever change members of g_ActiveConfig
// at the start of every frame. No one should ever change members of g_ActiveConfig
// directly.
#pragma once