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-rw-r--r--Source/Core/VideoCommon/BPStructs.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/Source/Core/VideoCommon/BPStructs.cpp b/Source/Core/VideoCommon/BPStructs.cpp
index 1ef06c5716..e9fdf1f83c 100644
--- a/Source/Core/VideoCommon/BPStructs.cpp
+++ b/Source/Core/VideoCommon/BPStructs.cpp
@@ -51,7 +51,7 @@ static void BPWritten(const BPCmd& bp)
some bp cases check the changes variable, because they might not have to be updated all the time
NOTE: it seems not all bp cases like checking changes, so calling if (bp.changes == 0 ? false : true)
had to be ditched and the games seem to work fine with out it.
- NOTE2: Yet Another Gamecube Documentation calls them Bypass Raster State Registers but possibly completely wrong
+ NOTE2: Yet Another GameCube Documentation calls them Bypass Raster State Registers but possibly completely wrong
NOTE3: This controls the register groups: RAS1/2, SU, TF, TEV, C/Z, PEC
TODO: Turn into function table. The (future) DisplayList (DL) jit can then call the functions directly,
getting rid of dynamic dispatch. Unfortunately, few games use DLs properly - most\