diff --git a/src/RageDisplay_D3D.cpp b/src/RageDisplay_D3D.cpp index c0bbbc3312..b5261343f3 100644 --- a/src/RageDisplay_D3D.cpp +++ b/src/RageDisplay_D3D.cpp @@ -34,7 +34,6 @@ #include #include - RString GetErrorString( HRESULT hr ) { char szError[1024] = ""; @@ -42,44 +41,40 @@ RString GetErrorString( HRESULT hr ) return szError; } - -// // Globals -// #if !defined(XBOX) HMODULE g_D3D8_Module = NULL; #endif LPDIRECT3D8 g_pd3d = NULL; -LPDIRECT3DDEVICE8 g_pd3dDevice = NULL; +LPDIRECT3DDEVICE8 g_pd3dDevice = NULL; D3DCAPS8 g_DeviceCaps; -D3DDISPLAYMODE g_DesktopMode; -D3DPRESENT_PARAMETERS g_d3dpp; -int g_ModelMatrixCnt=0; -static bool g_bSphereMapping[NUM_TextureUnit] = { false, false }; +D3DDISPLAYMODE g_DesktopMode; +D3DPRESENT_PARAMETERS g_d3dpp; +int g_ModelMatrixCnt=0; +static bool g_bSphereMapping[NUM_TextureUnit] = { false, false }; -/* Direct3D doesn't associate a palette with textures. - * Instead, we load a palette into a slot. We need to keep track - * of which texture's palette is stored in what slot. */ +/* Direct3D doesn't associate a palette with textures. Instead, we load a + * palette into a slot. We need to keep track of which texture's palette is + * stored in what slot. */ map g_TexResourceToPaletteIndex; list g_PaletteIndex; struct TexturePalette { PALETTEENTRY p[256]; }; map g_TexResourceToTexturePalette; -/* Load the palette, if any, for the given texture into a palette slot, and make - * it current. */ +// Load the palette, if any, for the given texture into a palette slot, and make it current. static void SetPalette( unsigned TexResource ) { - /* If the texture isn't paletted, we have nothing to do. */ + // If the texture isn't paletted, we have nothing to do. if( g_TexResourceToTexturePalette.find(TexResource) == g_TexResourceToTexturePalette.end() ) return; - /* Is the palette already loaded? */ + // Is the palette already loaded? if( g_TexResourceToPaletteIndex.find(TexResource) == g_TexResourceToPaletteIndex.end() ) { - /* It's not. Grab the least recently used slot. */ + // It's not. Grab the least recently used slot. int iPalIndex = g_PaletteIndex.front(); - /* If any other texture is currently using this slot, mark that palette unloaded. */ + // If any other texture is currently using this slot, mark that palette unloaded. for( map::iterator i = g_TexResourceToPaletteIndex.begin(); i != g_TexResourceToPaletteIndex.end(); ++i ) { if( i->second != iPalIndex ) @@ -88,7 +83,7 @@ static void SetPalette( unsigned TexResource ) break; } - /* Load it. */ + // Load it. #if !defined(XBOX) TexturePalette& pal = g_TexResourceToTexturePalette[TexResource]; g_pd3dDevice->SetPaletteEntries( iPalIndex, pal.p ); @@ -98,10 +93,10 @@ static void SetPalette( unsigned TexResource ) g_TexResourceToPaletteIndex[TexResource] = iPalIndex; } - + const int iPalIndex = g_TexResourceToPaletteIndex[TexResource]; - /* Find this palette index in the least-recently-used queue and move it to the end. */ + // Find this palette index in the least-recently-used queue and move it to the end. for(list::iterator i = g_PaletteIndex.begin(); i != g_PaletteIndex.end(); ++i) { if( *i != iPalIndex ) @@ -184,14 +179,14 @@ static D3DFORMAT D3DFORMATS[NUM_PixelFormat] = D3DFMT_A1R5G5B5, D3DFMT_X1R5G5B5, #if defined(XBOX) - D3DFMT_UNKNOWN, /* no RGB */ + D3DFMT_UNKNOWN, // no RGB #else D3DFMT_R8G8B8, #endif D3DFMT_P8, - D3DFMT_UNKNOWN, /* no BGR */ - D3DFMT_UNKNOWN, /* no ABGR */ - D3DFMT_UNKNOWN, /* X1R5G5B5 */ + D3DFMT_UNKNOWN, // no BGR + D3DFMT_UNKNOWN, // no ABGR + D3DFMT_UNKNOWN, // X1R5G5B5 }; const RageDisplay::PixelFormatDesc *RageDisplay_D3D::GetPixelFormatDesc(PixelFormat pf) const @@ -201,13 +196,11 @@ const RageDisplay::PixelFormatDesc *RageDisplay_D3D::GetPixelFormatDesc(PixelFor } - RageDisplay_D3D::RageDisplay_D3D() { } - static LocalizedString D3D_NOT_INSTALLED ( "RageDisplay_D3D", "DirectX 8.1 or greater is not installed. You can download it from:" ); const RString D3D_URL = "http://www.microsoft.com/downloads/details.aspx?FamilyID=a19bed22-0b25-4e5d-a584-6389d8a3dad0&displaylang=en"; static LocalizedString HARDWARE_ACCELERATION_NOT_AVAILABLE ( "RageDisplay_D3D", @@ -273,10 +266,9 @@ RString RageDisplay_D3D::Init( const VideoModeParams &p, bool bAllowUnaccelerate // Save the original desktop format. g_pd3d->GetAdapterDisplayMode( D3DADAPTER_DEFAULT, &g_DesktopMode ); - /* Up until now, all we've done is set up g_pd3d and do some queries. Now, - * actually initialize the window. Do this after as many error conditions - * as possible, because if we have to shut it down again we'll flash a window - * briefly. */ + /* Up until now, all we've done is set up g_pd3d and do some queries. Now, + * actually initialize the window. Do this after as many error conditions as + * possible, because if we have to shut it down again we'll flash a window briefly. */ bool bIgnore = false; return SetVideoMode( p, bIgnore ); } @@ -299,8 +291,9 @@ RageDisplay_D3D::~RageDisplay_D3D() g_pd3d = NULL; } - /* Even after we call Release(), D3D may still affect our window. It seems to subclass - * the window, and never release it. Free the DLL after destroying the window. */ + /* Even after we call Release(), D3D may still affect our window. It seems + * to subclass the window, and never release it. Free the DLL after + * destroying the window. */ #if !defined(XBOX) if( g_D3D8_Module ) { @@ -330,9 +323,9 @@ D3DFORMAT FindBackBufferType(bool bWindowed, int iBPP) HRESULT hr; // If windowed, then bpp is ignored. Use whatever works. - vector vBackBufferFormats; // throw all possibilities in here - - /* When windowed, add all formats; otherwise add only formats that match dwBPP. */ + vector vBackBufferFormats; // throw all possibilities in here + + // When windowed, add all formats; otherwise add only formats that match dwBPP. if( iBPP == 16 || bWindowed ) { vBackBufferFormats.push_back( D3DFMT_R5G6B5 ); @@ -371,7 +364,7 @@ D3DFORMAT FindBackBufferType(bool bWindowed, int iBPP) fmtDisplay, fmtBackBuffer, bWindowed ); if( FAILED(hr) ) - continue; // skip + continue; // skip // done searching LOG->Trace( "This will work." ); @@ -384,7 +377,7 @@ D3DFORMAT FindBackBufferType(bool bWindowed, int iBPP) RString SetD3DParams( bool &bNewDeviceOut ) { - if( g_pd3dDevice == NULL ) // device is not yet created. We need to create it + if( g_pd3dDevice == NULL ) // device is not yet created. We need to create it { bNewDeviceOut = true; HRESULT hr = g_pd3d->CreateDevice( @@ -419,13 +412,13 @@ RString SetD3DParams( bool &bNewDeviceOut ) g_pd3dDevice->SetRenderState( D3DRS_NORMALIZENORMALS, TRUE ); - /* Palettes were lost by Reset(), so mark them unloaded. */ + // Palettes were lost by Reset(), so mark them unloaded. g_TexResourceToPaletteIndex.clear(); return RString(); } -/* If the given parameters have failed, try to lower them. */ +// If the given parameters have failed, try to lower them. static bool D3DReduceParams( D3DPRESENT_PARAMETERS *pp ) { D3DDISPLAYMODE current; @@ -443,41 +436,41 @@ static bool D3DReduceParams( D3DPRESENT_PARAMETERS *pp ) D3DDISPLAYMODE mode; g_pd3d->EnumAdapterModes( D3DADAPTER_DEFAULT, i, &mode ); - /* Never change the format. */ + // Never change the format. if( mode.Format != current.Format ) continue; - /* Never increase the parameters. */ + // Never increase the parameters. if( mode.Height > current.Height || mode.Width > current.Width || mode.RefreshRate > current.RefreshRate ) continue; - /* Never go below 640x480 unless we already are. */ + // Never go below 640x480 unless we already are. if( (current.Width >= 640 && current.Height >= 480) && (mode.Width < 640 || mode.Height < 480) ) continue; - /* Never go below 60Hz. */ + // Never go below 60Hz. if( mode.RefreshRate && mode.RefreshRate < 60 ) continue; - /* If mode.RefreshRate is 0, it means "default". We don't know what that means; - * assume it's 60Hz. */ + /* If mode.RefreshRate is 0, it means "default". We don't know what + * that means; assume it's 60Hz. */ - /* Higher scores are better. */ + // Higher scores are better. int iScore = 0; if( current.RefreshRate >= 70 && mode.RefreshRate < 70 ) { - /* Top priority: we really want to avoid dropping to a refresh rate that's - * below 70Hz. */ + /* Top priority: we really want to avoid dropping to a refresh rate + * that's below 70Hz. */ iScore -= 100000; } else if( mode.RefreshRate < current.RefreshRate ) { - /* Low priority: We're lowering the refresh rate, but not too far. current.RefreshRate - * might be 0, in which case this simply gives points for higher refresh - * rates. */ + /* Low priority: We're lowering the refresh rate, but not too far. + * current.RefreshRate might be 0, in which case this simply gives + * points for higher refresh rates. */ iScore += (mode.RefreshRate - current.RefreshRate); } - /* Medium priority: */ + // Medium priority: int iResolutionDiff = (current.Height - mode.Height) + (current.Width - mode.Width); iScore -= iResolutionDiff * 100; @@ -534,10 +527,10 @@ static void SetPresentParametersFromVideoModeParams( const VideoModeParams &p, D #else if( XGetVideoStandard() == XC_VIDEO_STANDARD_PAL_I ) { - /* Get supported video flags. */ + // Get supported video flags. DWORD VideoFlags = XGetVideoFlags(); - - /* Set pal60 if available. */ + + // Set pal60 if available. if( VideoFlags & XC_VIDEO_FLAGS_PAL_60Hz ) pD3Dpp->FullScreen_RefreshRateInHz = 60; else @@ -549,7 +542,6 @@ static void SetPresentParametersFromVideoModeParams( const VideoModeParams &p, D pD3Dpp->Flags = 0; - LOG->Trace( "Present Parameters: %d, %d, %d, %d, %d, %d, %d, %d, %d, %d, %d, %d, %d", pD3Dpp->BackBufferWidth, pD3Dpp->BackBufferHeight, pD3Dpp->BackBufferFormat, pD3Dpp->BackBufferCount, @@ -560,7 +552,7 @@ static void SetPresentParametersFromVideoModeParams( const VideoModeParams &p, D ); } -/* Set the video mode. */ +// Set the video mode. RString RageDisplay_D3D::TryVideoMode( const VideoModeParams &_p, bool &bNewDeviceOut ) { VideoModeParams p = _p; @@ -572,9 +564,7 @@ RString RageDisplay_D3D::TryVideoMode( const VideoModeParams &_p, bool &bNewDevi if( FindBackBufferType( p.windowed, p.bpp ) == D3DFMT_UNKNOWN ) // no possible back buffer formats return ssprintf( "FindBackBufferType(%i,%i) failed", p.windowed, p.bpp ); // failed to set mode - - - /* Set up and display the window before setting up D3D. If we don't do this, + /* Set up and display the window before setting up D3D. If we don't do this, * then setting up a fullscreen window (when we're not coming from windowed) * causes all other windows on the system to be resized to the new resolution. */ GraphicsWindow::CreateGraphicsWindow( p ); @@ -586,22 +576,20 @@ RString RageDisplay_D3D::TryVideoMode( const VideoModeParams &_p, bool &bNewDevi g_pd3dDevice = D3D__pDevice; #endif - /* Display the window immediately, so we don't display the desktop ... */ - + // Display the window immediately, so we don't display the desktop ... while( 1 ) { - /* Try the video mode. */ + // Try the video mode. RString sErr = SetD3DParams( bNewDeviceOut ); if( sErr.empty() ) break; - /* It failed. We're probably selecting a video mode that isn't supported. - * If we're fullscreen, search the mode list and find the nearest lower - * mode. */ + /* It failed. We're probably selecting a video mode that isn't supported. + * If we're fullscreen, search the mode list and find the nearest lower mode. */ if( p.windowed || !D3DReduceParams( &g_d3dpp ) ) return sErr; - /* Store the new settings we're about to try. */ + // Store the new settings we're about to try. p.height = g_d3dpp.BackBufferHeight; p.width = g_d3dpp.BackBufferWidth; if( g_d3dpp.FullScreen_RefreshRateInHz == D3DPRESENT_RATE_DEFAULT ) @@ -610,14 +598,14 @@ RString RageDisplay_D3D::TryVideoMode( const VideoModeParams &_p, bool &bNewDevi p.rate = g_d3dpp.FullScreen_RefreshRateInHz; } - /* Call this again after changing the display mode. If we're going to a window - * from fullscreen, the first call can't set a larger window than the old fullscreen - * resolution or set the window position. */ + /* Call this again after changing the display mode. If we're going to a window + * from fullscreen, the first call can't set a larger window than the old + * fullscreen resolution or set the window position. */ GraphicsWindow::CreateGraphicsWindow( p ); ResolutionChanged(); - return RString(); // mode change successful + return RString(); // mode change successful } void RageDisplay_D3D::ResolutionChanged() @@ -683,12 +671,12 @@ void RageDisplay_D3D::EndFrame() bool RageDisplay_D3D::SupportsTextureFormat( PixelFormat pixfmt, bool realtime ) { #if defined(XBOX) - // Lazy... Xbox handles paletted textures completely differently - // than regular D3D. It's not worth writing a bunch of code to handle it. - // Paletted textures result in worse cache efficiency anyway (see "Xbox - // Palettized Texture Performance" in XDK). - // So, just force 32bit ARGB textures. -Chris - // This is also needed for XGSwizzleRect(). + /* Lazy... Xbox handles paletted textures completely differently than + * regular D3D. It's not worth writing a bunch of code to handle it. + * Paletted textures result in worse cache efficiency anyway (see "Xbox + * Palettized Texture Performance" in XDK). So, just force 32bit ARGB textures. + * -Chris + * This is also needed for XGSwizzleRect(). */ return pixfmt == PixelFormat_RGBA8; #endif @@ -722,15 +710,15 @@ RageSurface* RageDisplay_D3D::CreateScreenshot() #if defined(XBOX) return NULL; #else - /* Get the back buffer. */ + // Get the back buffer. IDirect3DSurface8* pSurface; g_pd3dDevice->GetBackBuffer( 0, D3DBACKBUFFER_TYPE_MONO, &pSurface ); - /* Get the back buffer description. */ + // Get the back buffer description. D3DSURFACE_DESC desc; pSurface->GetDesc( &desc ); - /* Copy the back buffer into a surface of a type we support. */ + // Copy the back buffer into a surface of a type we support. IDirect3DSurface8* pCopy; g_pd3dDevice->CreateImageSurface( desc.Width, desc.Height, D3DFMT_A8R8G8B8, &pCopy ); @@ -738,7 +726,7 @@ RageSurface* RageDisplay_D3D::CreateScreenshot() pSurface->Release(); - /* Update desc from the copy. */ + // Update desc from the copy. pCopy->GetDesc( &desc ); D3DLOCKED_RECT lr; @@ -755,7 +743,7 @@ RageSurface* RageDisplay_D3D::CreateScreenshot() RageSurface *surface = CreateSurfaceFromPixfmt( PixelFormat_RGBA8, lr.pBits, desc.Width, desc.Height, lr.Pitch); ASSERT( surface ); - /* We need to make a copy, since lr.pBits will go away when we call UnlockRect(). */ + // We need to make a copy, since lr.pBits will go away when we call UnlockRect(). RageSurface *SurfaceCopy = CreateSurface( surface->w, surface->h, surface->format->BitsPerPixel, @@ -782,7 +770,7 @@ void RageDisplay_D3D::SendCurrentMatrices() RageMatrix m; RageMatrixMultiply( &m, GetCentering(), GetProjectionTop() ); - /* Convert to OpenGL-style "pixel-centered" coords */ + // Convert to OpenGL-style "pixel-centered" coords RageMatrix m2 = GetCenteringMatrix( -0.5f, -0.5f, 0, 0 ); RageMatrix projection; RageMatrixMultiply( &projection, &m2, &m ); @@ -795,7 +783,7 @@ void RageDisplay_D3D::SendCurrentMatrices() { // Optimization opportunity: Turn off texture transform if not using texture coords. g_pd3dDevice->SetTextureStageState( tu, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT2 ); - + // If no texture is set for this texture unit, don't bother setting it up. IDirect3DBaseTexture8* pTexture = NULL; g_pd3dDevice->GetTexture( tu, &pTexture ); @@ -803,7 +791,6 @@ void RageDisplay_D3D::SendCurrentMatrices() continue; pTexture->Release(); - if( g_bSphereMapping[tu] ) { static const RageMatrix tex = RageMatrix @@ -821,12 +808,10 @@ void RageDisplay_D3D::SendCurrentMatrices() } else { - /* - * Direct3D is expecting a 3x3 matrix loaded into the 4x4 in order to transform - * the 2-component texture coordinates. We currently only use translate and scale, - * and ignore the z component entirely, so convert the texture matrix from - * 4x4 to 3x3 by dropping z. - */ + /* Direct3D is expecting a 3x3 matrix loaded into the 4x4 in order + * to transform the 2-component texture coordinates. We currently + * only use translate and scale, and ignore the z component entirely, + * so convert the texture matrix from 4x4 to 3x3 by dropping z. */ const RageMatrix &tex1 = *GetTextureTop(); const RageMatrix tex2 = RageMatrix @@ -1067,12 +1052,10 @@ void RageDisplay_D3D::DrawCompiledGeometryInternal( const RageCompiledGeometry * { SendCurrentMatrices(); - /* If lighting is off, then the current material will have no effect. - * We want to still be able to color models with lighting off, - * so shove the material color in texture factor and modify the - * texture stage to use it instead of the vertex color (our models - * don't have vertex coloring anyway). - */ + /* If lighting is off, then the current material will have no effect. We + * want to still be able to color models with lighting off, so shove the + * material color in texture factor and modify the texture stage to use it + * instead of the vertex color (our models don't have vertex coloring anyway). */ DWORD bLighting; g_pd3dDevice->GetRenderState( D3DRS_LIGHTING, &bLighting ); @@ -1131,17 +1114,19 @@ void RageDisplay_D3D::SetTexture( TextureUnit tu, unsigned iTexture ) { g_pd3dDevice->SetTexture( tu, NULL ); - // Intentionally commented out. Don't mess with texture stage state when just setting the texture. - // Model sets its texture modes before setting the final texture. + /* Intentionally commented out. Don't mess with texture stage state + * when just setting the texture. Model sets its texture modes before + * setting the final texture. */ //g_pd3dDevice->SetTextureStageState( tu, D3DTSS_COLOROP, D3DTOP_DISABLE ); } else { IDirect3DTexture8* pTex = (IDirect3DTexture8*) iTexture; g_pd3dDevice->SetTexture( tu, pTex ); - - // Intentionally commented out. Don't mess with texture stage state when just setting the texture. - // Model sets its texture modes before setting the final texture. + + /* Intentionally commented out. Don't mess with texture stage state + * when just setting the texture. Model sets its texture modes before + * setting the final texture. */ //g_pd3dDevice->SetTextureStageState( tu, D3DTSS_COLOROP, D3DTOP_MODULATE ); // Set palette (if any) @@ -1188,7 +1173,7 @@ void RageDisplay_D3D::SetTextureMode( TextureUnit tu, TextureMode tm ) void RageDisplay_D3D::SetTextureFiltering( TextureUnit tu, bool b ) { - if( tu >= (int) g_DeviceCaps.MaxSimultaneousTextures ) // not supported + if( tu >= (int) g_DeviceCaps.MaxSimultaneousTextures ) // not supported return; g_pd3dDevice->SetTextureStageState( tu, D3DTSS_MINFILTER, b ? D3DTEXF_LINEAR : D3DTEXF_POINT ); @@ -1222,12 +1207,9 @@ void RageDisplay_D3D::SetBlendMode( BlendMode mode ) g_pd3dDevice->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_ONE ); g_pd3dDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_ZERO ); break; - /* - * Effects currently missing in D3D: - * BLEND_ALPHA_MASK, BLEND_ALPHA_KNOCK_OUT + /* Effects currently missing in D3D: BLEND_ALPHA_MASK, BLEND_ALPHA_KNOCK_OUT * These two may require DirectX9 since D3DRS_SRCALPHA and D3DRS_DESTALPHA - * don't seem to exist in DX8. -aj - */ + * don't seem to exist in DX8. -aj */ case BLEND_ALPHA_MASK: // RGB: iSourceRGB = GL_ZERO; iDestRGB = GL_ONE; g_pd3dDevice->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_ZERO ); @@ -1304,10 +1286,10 @@ void RageDisplay_D3D::SetZTestMode( ZTestMode mode ) DWORD dw; switch( mode ) { - case ZTEST_OFF: dw = D3DCMP_ALWAYS; break; + case ZTEST_OFF: dw = D3DCMP_ALWAYS; break; case ZTEST_WRITE_ON_PASS: dw = D3DCMP_LESSEQUAL; break; case ZTEST_WRITE_ON_FAIL: dw = D3DCMP_GREATER; break; - default: ASSERT( 0 ); + default: ASSERT( 0 ); } g_pd3dDevice->SetRenderState( D3DRS_ZFUNC, dw ); } @@ -1336,11 +1318,9 @@ void RageDisplay_D3D::SetMaterial( ) { /* If lighting is off, then the current material will have no effect. - * We want to still be able to color models with lighting off, - * so shove the material color in texture factor and modify the - * texture stage to use it instead of the vertex color (our models - * don't have vertex coloring anyway). - */ + * We want to still be able to color models with lighting off, so shove the + * material color in texture factor and modify the texture stage to use it + * instead of the vertex color (our models don't have vertex coloring anyway). */ DWORD bLighting; g_pd3dDevice->GetRenderState( D3DRS_LIGHTING, &bLighting ); @@ -1389,15 +1369,15 @@ void RageDisplay_D3D::SetLightDirectional( light.Type = D3DLIGHT_DIRECTIONAL; /* Z for lighting is flipped for D3D compared to OpenGL. - * XXX: figure out exactly why this is needed. Our transforms - * are probably goofed up, but the Z test is the same for both - * API's, so I'm not sure why we don't see other weirdness. -Chris */ + * XXX: figure out exactly why this is needed. Our transforms are probably + * goofed up, but the Z test is the same for both API's, so I'm not sure + * why we don't see other weirdness. -Chris */ float position[] = { dir.x, dir.y, -dir.z }; memcpy( &light.Direction, position, sizeof(position) ); memcpy( &light.Diffuse, diffuse, sizeof(diffuse) ); memcpy( &light.Ambient, ambient, sizeof(ambient) ); memcpy( &light.Specular, specular, sizeof(specular) ); - + // Same as OpenGL defaults. Not used in directional lights. // light.Attenuation0 = 1; // light.Attenuation1 = 0; @@ -1494,7 +1474,7 @@ void RageDisplay_D3D::UpdateTexture( { IDirect3DTexture8* pTex = (IDirect3DTexture8*)uTexHandle; ASSERT( pTex != NULL ); - + RECT rect; rect.left = xoffset; rect.top = yoffset; @@ -1503,15 +1483,13 @@ void RageDisplay_D3D::UpdateTexture( D3DLOCKED_RECT lr; pTex->LockRect( 0, &lr, &rect, 0 ); - + D3DSURFACE_DESC desc; pTex->GetLevelDesc(0, &desc); ASSERT( xoffset+width <= int(desc.Width) ); ASSERT( yoffset+height <= int(desc.Height) ); - // // Copy bits - // #if defined(XBOX) RageSurface *Texture = CreateSurface( width, height, 32, Swap32BE( 0x0000FF00 ), @@ -1559,7 +1537,7 @@ RageMatrix RageDisplay_D3D::GetOrthoMatrix( float l, float r, float b, float t, { RageMatrix m = RageDisplay::GetOrthoMatrix( l, r, b, t, zn, zf ); - /* Convert from OpenGL's [-1,+1] Z values to D3D's [0,+1]. */ + // Convert from OpenGL's [-1,+1] Z values to D3D's [0,+1]. RageMatrix tmp; RageMatrixScaling( &tmp, 1, 1, 0.5f ); RageMatrixMultiply( &m, &tmp, &m ); @@ -1577,10 +1555,8 @@ void RageDisplay_D3D::SetSphereEnvironmentMapping( TextureUnit tu, bool b ) void RageDisplay_D3D::SetCelShaded( bool b ) { - /* yo AJ doesn't know what the fuck is going on and he's the only one - * of the sm-ssc team who's touched DirectX in C++ (for all of an hour) - * and idkwtf. - */ + /* AJ doesn't know how to deal with this and he's the only one of the + * sm-ssc team who's touched DirectX in C++ (for all of an hour). */ } /*