Fix a few typos in the comments/logging in VideoDX9, VideoCommon, and VideoSoftware projects.
See Render.cpp, PixelShaderGen.cpp, and PixelShaderManager.cpp for most of the changes. See VertexShaderManager.cpp for a logging typo fix. See SWRenderer.cpp for a small typo fix for a message that gets swprintf'd in DrawDebugText. See SWVertexLoader.cpp for a typo fix of an assert message. Should slightly improve the readability of some of those files.
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@ -390,7 +390,7 @@ static const char *tevCInputTable[] = // CC
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"float3(0.5f, 0.5f, 0.5f)", // HALF
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"(konsttemp.rgb)", //"konsttemp.rgb", // KONST
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"float3(0.0f, 0.0f, 0.0f)", // ZERO
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///aded extra values to map clamped values
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///added extra values to map clamped values
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"(cprev.rgb)", // CPREV,
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"(cprev.aaa)", // APREV,
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"(cc0.rgb)", // C0,
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@ -1336,7 +1336,7 @@ static void WriteFog(char *&p)
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// x_adjust = sqrt((x-center)^2 + k^2)/k
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// ze *= x_adjust
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//this is complitly teorical as the real hard seems to use a table intead of calculate the values.
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//this is completely theoretical as the real hardware seems to use a table instead of calculating the values.
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if (bpmem.fogRange.Base.Enabled)
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{
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WRITE (p, "\tfloat x_adjust = (2.0f * (clipPos.x / " I_FOG"[2].y)) - 1.0f - " I_FOG"[2].x;\n");
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@ -245,14 +245,14 @@ void PixelShaderManager::SetConstants()
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{
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//bpmem.fogRange.Base.Center : center of the viewport in x axis. observation: bpmem.fogRange.Base.Center = realcenter + 342;
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int center = ((u32)bpmem.fogRange.Base.Center) - 342;
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// normalice center to make calculations easy
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// normalize center to make calculations easy
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float ScreenSpaceCenter = center / (2.0f * xfregs.viewport.wd);
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ScreenSpaceCenter = (ScreenSpaceCenter * 2.0f) - 1.0f;
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//bpmem.fogRange.K seems to be a table of precalculated coeficients for the adjust factor
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//observations: bpmem.fogRange.K[0].LO apears to be the lowest value and bpmem.fogRange.K[4].HI the largest
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// they always seems to be larger than 256 so my teory is :
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// they are the coeficients from the center to th e border of the screen
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// so to simplify i use the hi coeficient as K in the shader taking 256 as the scale
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//bpmem.fogRange.K seems to be a table of precalculated coefficients for the adjust factor
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//observations: bpmem.fogRange.K[0].LO appears to be the lowest value and bpmem.fogRange.K[4].HI the largest
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// they always seems to be larger than 256 so my theory is :
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// they are the coefficients from the center to the border of the screen
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// so to simplify I use the hi coefficient as K in the shader taking 256 as the scale
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SetPSConstant4f(C_FOG + 2, ScreenSpaceCenter, (float)Renderer::EFBToScaledX((int)(2.0f * xfregs.viewport.wd)), bpmem.fogRange.K[4].HI / 256.0f,0.0f);
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}
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else
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@ -122,7 +122,7 @@ void UpdateProjectionHack(int iPhackvalue[], std::string sPhackvalue[])
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if (iPhackvalue[0] == 1)
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{
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NOTICE_LOG(VIDEO, "\t\t--- Ortographic Projection Hack ON ---");
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NOTICE_LOG(VIDEO, "\t\t--- Orthographic Projection Hack ON ---");
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fhacksign1 *= (iPhackvalue[1] == 1) ? -1.0f : fhacksign1;
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sTemp[0] = (iPhackvalue[1] == 1) ? " * (-1)" : "";
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@ -191,7 +191,7 @@ void VertexShaderManager::Dirty()
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}
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// Syncs the shader constant buffers with xfmem
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// TODO: A cleaner way to control the matricies without making a mess in the parameters field
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// TODO: A cleaner way to control the matrices without making a mess in the parameters field
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void VertexShaderManager::SetConstants()
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{
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if (g_ActiveConfig.backend_info.APIType == API_OPENGL && !g_ActiveConfig.backend_info.bSupportsGLSLUBO)
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@ -114,9 +114,9 @@ private:
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color_surface_Format(D3DFMT_UNKNOWN), depth_surface_Format(D3DFMT_UNKNOWN),
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depth_ReadBuffer_Format(D3DFMT_UNKNOWN) {}
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LPDIRECT3DTEXTURE9 color_texture;//Texture thats contains the color data of the render target
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LPDIRECT3DTEXTURE9 color_texture;//Texture that contains the color data of the render target
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LPDIRECT3DTEXTURE9 colorRead_texture;//1 pixel texture for temporal data store
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LPDIRECT3DTEXTURE9 depth_texture;//Texture thats contains the depth data of the render target
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LPDIRECT3DTEXTURE9 depth_texture;//Texture that contains the depth data of the render target
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LPDIRECT3DTEXTURE9 depthRead_texture;//4 pixel texture for temporal data store
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LPDIRECT3DTEXTURE9 color_reinterpret_texture;//buffer used for ReinterpretPixelData
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@ -126,8 +126,8 @@ private:
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LPDIRECT3DSURFACE9 color_surface;//Color Surface
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LPDIRECT3DSURFACE9 color_ReadBuffer;//Surface 0 of colorRead_texture
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LPDIRECT3DSURFACE9 depth_ReadBuffer;//Surface 0 of depthRead_texture
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LPDIRECT3DSURFACE9 color_OffScreenReadBuffer;//System memory Surface that can be locked to retriebe the data
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LPDIRECT3DSURFACE9 depth_OffScreenReadBuffer;//System memory Surface that can be locked to retriebe the data
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LPDIRECT3DSURFACE9 color_OffScreenReadBuffer;//System memory Surface that can be locked to retrieve the data
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LPDIRECT3DSURFACE9 depth_OffScreenReadBuffer;//System memory Surface that can be locked to retrieve the data
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D3DFORMAT color_surface_Format;//Format of the color Surface
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D3DFORMAT depth_surface_Format;//Format of the Depth Surface
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@ -455,7 +455,7 @@ u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data)
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}
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else if(type == PEEK_COLOR)
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{
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// We can't directly StretchRect to System buf because is not suported by all implementations
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// We can't directly StretchRect to System buf because is not supported by all implementations
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// this is the only safe path that works in most cases
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hr = D3D::dev->StretchRect(pEFBSurf, &RectToLock, pBufferRT, NULL, D3DTEXF_NONE);
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D3D::dev->GetRenderTargetData(pBufferRT, pSystemBuf);
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@ -665,8 +665,8 @@ void Renderer::SetBlendMode(bool forceUpdate)
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// Our render target always uses an alpha channel, so we need to override the blend functions to assume a destination alpha of 1 if the render target isn't supposed to have an alpha channel
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// Example: D3DBLEND_DESTALPHA needs to be D3DBLEND_ONE since the result without an alpha channel is assumed to always be 1.
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bool target_has_alpha = bpmem.zcontrol.pixel_format == PIXELFMT_RGBA6_Z24;
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//bDstAlphaPass is taked in account because the ability of disabling alpha composition is
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//really usefull for debuging shader and blending errors
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//bDstAlphaPass is taken into account because the ability to disable alpha composition is
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//really useful for debugging shader and blending errors
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bool use_DstAlpha = !g_ActiveConfig.bDstAlphaPass && bpmem.dstalpha.enable && bpmem.blendmode.alphaupdate && target_has_alpha;
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bool use_DualSource = use_DstAlpha && g_ActiveConfig.backend_info.bSupportsDualSourceBlend;
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const D3DBLEND d3dSrcFactors[8] =
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@ -1133,7 +1133,7 @@ void Renderer::ApplyState(bool bUseDstAlpha)
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if(bpmem.zmode.testenable && bpmem.zmode.updateenable)
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{
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// This is needed to draw to the correct pixels in multi-pass algorithms
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// to avoid z-figthing and grants that you write to the same pixels
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// to avoid z-fighting and grants that you write to the same pixels
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// affected by the last pass
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D3D::ChangeRenderState(D3DRS_ZWRITEENABLE, false);
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D3D::ChangeRenderState(D3DRS_ZFUNC, D3DCMP_EQUAL);
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@ -1327,7 +1327,7 @@ void Renderer::SetLineWidth()
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// We can't change line width in D3D unless we use ID3DXLine
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float fratio = xfregs.viewport.wd != 0 ? Renderer::EFBToScaledXf(1.f) : 1.0f;
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float psize = bpmem.lineptwidth.linesize * fratio / 6.0f;
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//little hack to compensate scalling problems in dx9 must be taken out when scalling is fixed.
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//little hack to compensate scaling problems in dx9 must be taken out when scaling is fixed.
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psize *= 2.0f;
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if (psize > m_fMaxPointSize)
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{
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@ -117,7 +117,7 @@ void SWRenderer::DrawDebugText()
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if (g_SWVideoConfig.bShowStats)
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{
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p+=sprintf(p,"Objects: %i\n",swstats.thisFrame.numDrawnObjects);
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p+=sprintf(p,"Primatives: %i\n",swstats.thisFrame.numPrimatives);
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p+=sprintf(p,"Primitives: %i\n",swstats.thisFrame.numPrimatives);
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p+=sprintf(p,"Vertices Loaded: %i\n",swstats.thisFrame.numVerticesLoaded);
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p+=sprintf(p,"Triangles Input: %i\n",swstats.thisFrame.numTrianglesIn);
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@ -238,7 +238,7 @@ void SWVertexLoader::SetFormat(u8 attributeIndex, u8 primitiveType)
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const int elements = tcElements[i];
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_assert_msg_(VIDEO, NOT_PRESENT <= desc && desc <= INDEX16, "Invalid texture coordinates description!\n(desc = %d)", desc);
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_assert_msg_(VIDEO, FORMAT_UBYTE <= format && format <= FORMAT_FLOAT, "Invalid texture coordinates format!\n(format = %d)", format);
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_assert_msg_(VIDEO, 0 <= elements && elements <= 1, "Invalid number of texture coordinates elemnts!\n(elements = %d)", elements);
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_assert_msg_(VIDEO, 0 <= elements && elements <= 1, "Invalid number of texture coordinates elements!\n(elements = %d)", elements);
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m_texCoordLoader[i] = VertexLoader_TextCoord::GetFunction(desc, format, elements);
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m_VertexSize += VertexLoader_TextCoord::GetSize(desc, format, elements);
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