Fix some spelling mistakes
Thanks to LDj3SNuD for spotting these
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23d8516763
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14 changed files with 29 additions and 29 deletions
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@ -190,7 +190,7 @@ namespace Ryujinx.Graphics.Gpu.Image
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};
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/// <summary>
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/// Try getting the texture format from a encoded format integer from the Maxwell texture descriptor.
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/// Try getting the texture format from an encoded format integer from the Maxwell texture descriptor.
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/// </summary>
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/// <param name="encoded">The encoded format integer from the texture descriptor</param>
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/// <param name="isSrgb">Indicates if the format is a sRGB format</param>
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@ -204,7 +204,7 @@ namespace Ryujinx.Graphics.Gpu.Image
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}
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/// <summary>
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/// Try getting the vertex attribute format from a encoded format integer from Maxwell attribute registers.
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/// Try getting the vertex attribute format from an encoded format integer from Maxwell attribute registers.
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/// </summary>
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/// <param name="encoded">The encoded format integer from the attribute registers</param>
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/// <param name="format">The output vertex attribute format</param>
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@ -6,7 +6,7 @@ namespace Ryujinx.Graphics.Gpu.Image
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/// <summary>
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/// Represents a pool of GPU resources, such as samplers or textures.
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/// </summary>
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/// <typeparam name="T">GPU resource type</typeparam>
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/// <typeparam name="T">Type of the GPU resource</typeparam>
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abstract class Pool<T> : IDisposable
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{
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protected const int DescriptorSize = 0x20;
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@ -57,7 +57,7 @@ namespace Ryujinx.Graphics.Gpu.Image
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/// <summary>
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/// Synchronizes host memory with guest memory.
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/// This causes a invalidation of pool entries,
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/// This causes invalidation of pool entries,
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/// if a modification of entries by the CPU is detected.
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/// </summary>
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public void SynchronizeMemory()
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@ -365,7 +365,7 @@ namespace Ryujinx.Graphics.Gpu.Image
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/// This causes the texture data to be written back to guest memory.
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/// If the texture was written by the GPU, this includes all modification made by the GPU
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/// up to this point.
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/// Be aware that this is a expensive operation, avoid calling it unless strictly needed.
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/// Be aware that this is an expensive operation, avoid calling it unless strictly needed.
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/// This may cause data corruption if the memory is already being used for something else on the CPU side.
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/// </summary>
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public void Flush()
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@ -15,7 +15,7 @@ namespace Ryujinx.Graphics.Gpu.Image
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/// <summary>
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/// Shader texture handle.
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/// This is a index into the texture constant buffer.
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/// This is an index into the texture constant buffer.
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/// </summary>
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public int Handle { get; }
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@ -245,7 +245,7 @@ namespace Ryujinx.Graphics.Gpu.Image
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}
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/// <summary>
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/// Tries to find a existing texture, or create a new one if not found.
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/// Tries to find an existing texture, or create a new one if not found.
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/// </summary>
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/// <param name="copyTexture">Copy texture to find or create</param>
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/// <returns>The texture</returns>
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@ -298,7 +298,7 @@ namespace Ryujinx.Graphics.Gpu.Image
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}
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/// <summary>
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/// Tries to find a existing texture, or create a new one if not found.
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/// Tries to find an existing texture, or create a new one if not found.
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/// </summary>
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/// <param name="colorState">Color buffer texture to find or create</param>
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/// <param name="samplesInX">Number of samples in the X direction, for MSAA</param>
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@ -381,7 +381,7 @@ namespace Ryujinx.Graphics.Gpu.Image
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}
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/// <summary>
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/// Tries to find a existing texture, or create a new one if not found.
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/// Tries to find an existing texture, or create a new one if not found.
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/// </summary>
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/// <param name="dsState">Depth-stencil buffer texture to find or create</param>
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/// <param name="size">Size of the depth-stencil texture</param>
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@ -430,7 +430,7 @@ namespace Ryujinx.Graphics.Gpu.Image
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}
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/// <summary>
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/// Tries to find a existing texture, or create a new one if not found.
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/// Tries to find an existing texture, or create a new one if not found.
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/// </summary>
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/// <param name="info">Texture information of the texture to be found or created</param>
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/// <param name="flags">The texture search flags, defines texture comparison rules</param>
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@ -18,7 +18,7 @@ namespace Ryujinx.Graphics.Gpu.Image
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/// <summary>
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/// Constructs a new instance of the texture pool.
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/// </summary>
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/// <param name="context"></param>
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/// <param name="context">GPU context that the texture pool belongs to</param>
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public TexturePoolCache(GpuContext context)
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{
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_context = context;
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