diff options
| author | Stevoisiak <Stevoisiak@gmail.com> | 2014-11-13 21:28:27 -0500 |
|---|---|---|
| committer | Stevoisiak <Stevoisiak@gmail.com> | 2014-11-13 22:42:18 -0500 |
| commit | b25e1a2eb4fd20ba84103549a59ea4c4a8639641 (patch) | |
| tree | 565229c96867d4c595bcf64a94b704c825c2ea84 /Source/Core/VideoBackends/OGL/TextureConverter.cpp | |
| parent | 5fb94230cd6fab9b41420d51e27cd04a64f3dcaf (diff) | |
Various formatting and consistency fixes
Diffstat (limited to 'Source/Core/VideoBackends/OGL/TextureConverter.cpp')
| -rw-r--r-- | Source/Core/VideoBackends/OGL/TextureConverter.cpp | 12 |
1 files changed, 6 insertions, 6 deletions
diff --git a/Source/Core/VideoBackends/OGL/TextureConverter.cpp b/Source/Core/VideoBackends/OGL/TextureConverter.cpp index 79cf9122b2..0b7275eaa4 100644 --- a/Source/Core/VideoBackends/OGL/TextureConverter.cpp +++ b/Source/Core/VideoBackends/OGL/TextureConverter.cpp @@ -54,7 +54,7 @@ static void CreatePrograms() { /* TODO: Accuracy Improvements * - * This shader doesn't really match what the gamecube does interally in the + * This shader doesn't really match what the GameCube does internally in the * copy pipeline. * 1. It uses Opengl's built in filtering when yscaling, someone could work * out how the copypipeline does it's filtering and implement it correctly @@ -62,7 +62,7 @@ static void CreatePrograms() * 2. Deflickering isn't implemented, a futher filtering over 3 lines. * Isn't really needed on non-interlaced monitors (and would lower quality; * But hey, accuracy!) - * 3. Flipper's YUYV conversion implements a 3 pixel horozontal blur on the + * 3. Flipper's YUYV conversion implements a 3 pixel horizontal blur on the * UV channels, centering the U channel on the Left pixel and the V channel * on the Right pixel. * The current implementation Centers both UV channels at the same place @@ -101,7 +101,7 @@ static void CreatePrograms() * * The YVYU to RGB conversion here matches the RGB to YUYV done above, but * if a game modifies or adds images to the XFB then it should be using the - * same algorithm as the flipper, and could result in slight colour inaccuracies + * same algorithm as the flipper, and could result in slight color inaccuracies * when run back through this shader. */ const char *VProgramYuyvToRgb = @@ -253,9 +253,9 @@ static void EncodeToRamUsingShader(GLuint srcTexture, { // writing to a texture of a different size // also copy more then one block line, so the different strides matters - // copy into one pbo first, map this buffer, and then memcpy into gc memory + // copy into one pbo first, map this buffer, and then memcpy into GC memory // in this way, we only have one vram->ram transfer, but maybe a bigger - // cpu overhead because of the pbo + // CPU overhead because of the pbo glBindBuffer(GL_PIXEL_PACK_BUFFER, s_PBO); glBufferData(GL_PIXEL_PACK_BUFFER, dstSize, nullptr, GL_STREAM_READ); glReadPixels(0, 0, (GLsizei)dstWidth, (GLsizei)dstHeight, GL_BGRA, GL_UNSIGNED_BYTE, nullptr); @@ -340,7 +340,7 @@ void EncodeToRamYUYV(GLuint srcTexture, const TargetRectangle& sourceRc, u8* des glUniform4f(s_rgbToYuyvUniform_loc, static_cast<float>(sourceRc.left), static_cast<float>(sourceRc.top), static_cast<float>(sourceRc.right), static_cast<float>(sourceRc.bottom)); - // We enable linear filtering, because the gamecube does filtering in the vertical direction when + // We enable linear filtering, because the GameCube does filtering in the vertical direction when // yscale is enabled. // Otherwise we get jaggies when a game uses yscaling (most PAL games) EncodeToRamUsingShader(srcTexture, destAddr, dstWidth / 2, dstHeight, dstWidth*dstHeight*2, true); |
