From b25e1a2eb4fd20ba84103549a59ea4c4a8639641 Mon Sep 17 00:00:00 2001 From: Stevoisiak Date: Thu, 13 Nov 2014 21:28:27 -0500 Subject: Various formatting and consistency fixes --- Source/Core/VideoBackends/D3D/LineGeometryShader.cpp | 2 +- Source/Core/VideoBackends/OGL/TextureCache.cpp | 2 +- Source/Core/VideoBackends/OGL/TextureConverter.cpp | 12 ++++++------ Source/Core/VideoBackends/Software/EfbInterface.cpp | 4 ++-- 4 files changed, 10 insertions(+), 10 deletions(-) (limited to 'Source/Core/VideoBackends') diff --git a/Source/Core/VideoBackends/D3D/LineGeometryShader.cpp b/Source/Core/VideoBackends/D3D/LineGeometryShader.cpp index 7f1040a716..fabe6ed91a 100644 --- a/Source/Core/VideoBackends/D3D/LineGeometryShader.cpp +++ b/Source/Core/VideoBackends/D3D/LineGeometryShader.cpp @@ -83,7 +83,7 @@ static const char LINE_GS_COMMON[] = "#endif\n" // Apply TexOffset to all tex coordinates in the vertex. - // They can each be enabled seperately. + // They can each be enabled separately. "#if NUM_TEXCOORDS >= 1\n" "r0.tex0.x += Params.TexOffset * Params.TexOffsetEnable[0];\n" "r1.tex0.x += Params.TexOffset * Params.TexOffsetEnable[0];\n" diff --git a/Source/Core/VideoBackends/OGL/TextureCache.cpp b/Source/Core/VideoBackends/OGL/TextureCache.cpp index 4170480336..5f14704cae 100644 --- a/Source/Core/VideoBackends/OGL/TextureCache.cpp +++ b/Source/Core/VideoBackends/OGL/TextureCache.cpp @@ -402,7 +402,7 @@ void TextureCache::DisableStage(unsigned int stage) void TextureCache::SetStage () { - // -1 is the initial value as we don't know which testure should be bound + // -1 is the initial value as we don't know which texture should be bound if (s_ActiveTexture != (u32)-1) glActiveTexture(GL_TEXTURE0 + s_ActiveTexture); } 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(sourceRc.left), static_cast(sourceRc.top), static_cast(sourceRc.right), static_cast(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); diff --git a/Source/Core/VideoBackends/Software/EfbInterface.cpp b/Source/Core/VideoBackends/Software/EfbInterface.cpp index 172dd5ae23..fad9660c14 100644 --- a/Source/Core/VideoBackends/Software/EfbInterface.cpp +++ b/Source/Core/VideoBackends/Software/EfbInterface.cpp @@ -540,7 +540,7 @@ namespace EfbInterface { // YU pixel xfb_in_ram[x].Y = scanline[i].Y + 16; - // we mix our color difrences in 10 bit space so it will round more accurately + // we mix our color differences in 10 bit space so it will round more accurately // U[i] = 1/4 * U[i-1] + 1/2 * U[i] + 1/4 * U[i+1] xfb_in_ram[x].UV = 128 + ((scanline[i-1].U + (scanline[i].U << 1) + scanline[i+1].U) >> 2); @@ -553,7 +553,7 @@ namespace EfbInterface } } - // Like CopyToXFB, but we copy directly into the opengl colour texture without going via GameCube main memory or doing a yuyv conversion + // Like CopyToXFB, but we copy directly into the opengl color texture without going via GameCube main memory or doing a yuyv conversion void BypassXFB(u8* texture, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc, float Gamma) { if (fbWidth*fbHeight > MAX_XFB_WIDTH*MAX_XFB_HEIGHT) -- cgit v1.2.3