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| author | JMC47 <JMC4789@gmail.com> | 2026-01-17 19:10:50 -0500 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2026-01-17 19:10:50 -0500 |
| commit | 035bcffc63ecc803abeb6987f66a5b2f78f5f0bc (patch) | |
| tree | b46f7ec3d376fc2fef5ac0d2f48769b0e23e9353 /Source/Core/VideoCommon | |
| parent | d098f2bba9fac19d90526fb9f7aceb0bb405b4b4 (diff) | |
| parent | 1e0473e44f5e21558d75b0121bd935bb50825c26 (diff) | |
Merge pull request #14289 from Sintendo/typos
Fix various typos and spelling mistakes
Diffstat (limited to 'Source/Core/VideoCommon')
| -rw-r--r-- | Source/Core/VideoCommon/Assets/ShaderAsset.h | 2 | ||||
| -rw-r--r-- | Source/Core/VideoCommon/Assets/TextureSamplerValue.h | 2 | ||||
| -rw-r--r-- | Source/Core/VideoCommon/CPUCull.cpp | 2 | ||||
| -rw-r--r-- | Source/Core/VideoCommon/DriverDetails.h | 2 | ||||
| -rw-r--r-- | Source/Core/VideoCommon/GeometryShaderManager.cpp | 2 | ||||
| -rw-r--r-- | Source/Core/VideoCommon/PixelShaderManager.cpp | 6 | ||||
| -rw-r--r-- | Source/Core/VideoCommon/PostProcessing.cpp | 2 | ||||
| -rw-r--r-- | Source/Core/VideoCommon/Present.cpp | 2 | ||||
| -rw-r--r-- | Source/Core/VideoCommon/RenderState.cpp | 2 | ||||
| -rw-r--r-- | Source/Core/VideoCommon/TextureCacheBase.cpp | 8 | ||||
| -rw-r--r-- | Source/Core/VideoCommon/TextureDecoder_x64.cpp | 4 | ||||
| -rw-r--r-- | Source/Core/VideoCommon/UberShaderPixel.cpp | 2 | ||||
| -rw-r--r-- | Source/Core/VideoCommon/UberShaderVertex.cpp | 4 | ||||
| -rw-r--r-- | Source/Core/VideoCommon/VertexManagerBase.cpp | 2 | ||||
| -rw-r--r-- | Source/Core/VideoCommon/VertexShaderGen.cpp | 4 | ||||
| -rw-r--r-- | Source/Core/VideoCommon/VideoConfig.h | 2 |
16 files changed, 24 insertions, 24 deletions
diff --git a/Source/Core/VideoCommon/Assets/ShaderAsset.h b/Source/Core/VideoCommon/Assets/ShaderAsset.h index 0204f65bb3..3a785ad310 100644 --- a/Source/Core/VideoCommon/Assets/ShaderAsset.h +++ b/Source/Core/VideoCommon/Assets/ShaderAsset.h @@ -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; diff --git a/Source/Core/VideoCommon/Assets/TextureSamplerValue.h b/Source/Core/VideoCommon/Assets/TextureSamplerValue.h index 11896559f5..9b21b6bf8d 100644 --- a/Source/Core/VideoCommon/Assets/TextureSamplerValue.h +++ b/Source/Core/VideoCommon/Assets/TextureSamplerValue.h @@ -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, diff --git a/Source/Core/VideoCommon/CPUCull.cpp b/Source/Core/VideoCommon/CPUCull.cpp index 8158e23a7e..2ef0881011 100644 --- a/Source/Core/VideoCommon/CPUCull.cpp +++ b/Source/Core/VideoCommon/CPUCull.cpp @@ -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()); diff --git a/Source/Core/VideoCommon/DriverDetails.h b/Source/Core/VideoCommon/DriverDetails.h index 597b2848d4..64ed656f3f 100644 --- a/Source/Core/VideoCommon/DriverDetails.h +++ b/Source/Core/VideoCommon/DriverDetails.h @@ -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 diff --git a/Source/Core/VideoCommon/GeometryShaderManager.cpp b/Source/Core/VideoCommon/GeometryShaderManager.cpp index 43c934ed28..553b451066 100644 --- a/Source/Core/VideoCommon/GeometryShaderManager.cpp +++ b/Source/Core/VideoCommon/GeometryShaderManager.cpp @@ -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(); diff --git a/Source/Core/VideoCommon/PixelShaderManager.cpp b/Source/Core/VideoCommon/PixelShaderManager.cpp index 950f07f509..d2bdadb9c8 100644 --- a/Source/Core/VideoCommon/PixelShaderManager.cpp +++ b/Source/Core/VideoCommon/PixelShaderManager.cpp @@ -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) diff --git a/Source/Core/VideoCommon/PostProcessing.cpp b/Source/Core/VideoCommon/PostProcessing.cpp index e1cc6e0e60..94da639bca 100644 --- a/Source/Core/VideoCommon/PostProcessing.cpp +++ b/Source/Core/VideoCommon/PostProcessing.cpp @@ -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 diff --git a/Source/Core/VideoCommon/Present.cpp b/Source/Core/VideoCommon/Present.cpp index ea7f2d6d74..4374782464 100644 --- a/Source/Core/VideoCommon/Present.cpp +++ b/Source/Core/VideoCommon/Present.cpp @@ -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(); diff --git a/Source/Core/VideoCommon/RenderState.cpp b/Source/Core/VideoCommon/RenderState.cpp index 0276c6da08..47fb5d7a03 100644 --- a/Source/Core/VideoCommon/RenderState.cpp +++ b/Source/Core/VideoCommon/RenderState.cpp @@ -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) diff --git a/Source/Core/VideoCommon/TextureCacheBase.cpp b/Source/Core/VideoCommon/TextureCacheBase.cpp index c6088349a8..d27234dee9 100644 --- a/Source/Core/VideoCommon/TextureCacheBase.cpp +++ b/Source/Core/VideoCommon/TextureCacheBase.cpp @@ -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) { diff --git a/Source/Core/VideoCommon/TextureDecoder_x64.cpp b/Source/Core/VideoCommon/TextureDecoder_x64.cpp index 3faa6c52c3..25eebf2cba 100644 --- a/Source/Core/VideoCommon/TextureDecoder_x64.cpp +++ b/Source/Core/VideoCommon/TextureDecoder_x64.cpp @@ -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); diff --git a/Source/Core/VideoCommon/UberShaderPixel.cpp b/Source/Core/VideoCommon/UberShaderPixel.cpp index 4eb41fa94e..cbce3ff5a8 100644 --- a/Source/Core/VideoCommon/UberShaderPixel.cpp +++ b/Source/Core/VideoCommon/UberShaderPixel.cpp @@ -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) { diff --git a/Source/Core/VideoCommon/UberShaderVertex.cpp b/Source/Core/VideoCommon/UberShaderVertex.cpp index e558637d97..6ea8abe095 100644 --- a/Source/Core/VideoCommon/UberShaderVertex.cpp +++ b/Source/Core/VideoCommon/UberShaderVertex.cpp @@ -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"); } diff --git a/Source/Core/VideoCommon/VertexManagerBase.cpp b/Source/Core/VideoCommon/VertexManagerBase.cpp index ce6c07ddb1..312b8cb005 100644 --- a/Source/Core/VideoCommon/VertexManagerBase.cpp +++ b/Source/Core/VideoCommon/VertexManagerBase.cpp @@ -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; diff --git a/Source/Core/VideoCommon/VertexShaderGen.cpp b/Source/Core/VideoCommon/VertexShaderGen.cpp index 4dec9a3b21..837c30c556 100644 --- a/Source/Core/VideoCommon/VertexShaderGen.cpp +++ b/Source/Core/VideoCommon/VertexShaderGen.cpp @@ -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"); } diff --git a/Source/Core/VideoCommon/VideoConfig.h b/Source/Core/VideoCommon/VideoConfig.h index b826fcb783..3f82e3afe7 100644 --- a/Source/Core/VideoCommon/VideoConfig.h +++ b/Source/Core/VideoCommon/VideoConfig.h @@ -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 |
