summaryrefslogtreecommitdiff
path: root/Source/Core/VideoBackends/OGL/TextureConverter.cpp
diff options
context:
space:
mode:
authorStevoisiak <Stevoisiak@gmail.com>2014-11-13 21:28:27 -0500
committerStevoisiak <Stevoisiak@gmail.com>2014-11-13 22:42:18 -0500
commitb25e1a2eb4fd20ba84103549a59ea4c4a8639641 (patch)
tree565229c96867d4c595bcf64a94b704c825c2ea84 /Source/Core/VideoBackends/OGL/TextureConverter.cpp
parent5fb94230cd6fab9b41420d51e27cd04a64f3dcaf (diff)
Various formatting and consistency fixes
Diffstat (limited to 'Source/Core/VideoBackends/OGL/TextureConverter.cpp')
-rw-r--r--Source/Core/VideoBackends/OGL/TextureConverter.cpp12
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);