Fix typos pointed out by LDj3SNuD
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c5b9088914
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5 changed files with 8 additions and 8 deletions
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@ -650,7 +650,7 @@ namespace Ryujinx.Graphics.Gpu.Image
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}
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}
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/// <summary>
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/// <summary>
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/// Check it's possible to create a view with the specified layout.
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/// Check if it's possible to create a view with the specified layout.
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/// The layout information is composed of the Stride for linear textures, or GOB block size
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/// The layout information is composed of the Stride for linear textures, or GOB block size
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/// for block linear textures.
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/// for block linear textures.
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/// </summary>
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/// </summary>
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@ -695,7 +695,7 @@ namespace Ryujinx.Graphics.Gpu.Image
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/// <summary>
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/// <summary>
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/// Checks if the view format is compatible with this texture format.
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/// Checks if the view format is compatible with this texture format.
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/// In general, the formats are considered compatible if the bytes per pixel value is equal,
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/// In general, the formats are considered compatible if the bytes per pixel values are equal,
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/// but there are more complex rules for some formats, like compressed or depth-stencil formats.
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/// but there are more complex rules for some formats, like compressed or depth-stencil formats.
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/// This follows the host API copy compatibility rules.
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/// This follows the host API copy compatibility rules.
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/// </summary>
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/// </summary>
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@ -188,7 +188,7 @@ namespace Ryujinx.Graphics.Gpu.Image
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/// <summary>
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/// <summary>
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/// Unpacks the texture coordinates normalized flag.
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/// Unpacks the texture coordinates normalized flag.
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/// When this is true, texture coordinates are expected to be in the [0, 1] range on the shader.
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/// When this is true, texture coordinates are expected to be in the [0, 1] range on the shader.
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/// WHen this is false, texture coordinates are expected to be in the [0, W], [0, H] and [0, D] range.
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/// When this is false, texture coordinates are expected to be in the [0, W], [0, H] and [0, D] range.
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/// It must be set to false (by the guest driver) for rectangle textures.
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/// It must be set to false (by the guest driver) for rectangle textures.
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/// </summary>
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/// </summary>
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/// <returns>The texture coordinates normalized flag</returns>
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/// <returns>The texture coordinates normalized flag</returns>
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@ -112,7 +112,7 @@ namespace Ryujinx.Graphics.Gpu.Image
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/// <param name="width">The width of the texture</param>
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/// <param name="width">The width of the texture</param>
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/// <param name="height">The height or the texture</param>
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/// <param name="height">The height or the texture</param>
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/// <param name="depthOrLayers">The depth or layers count of the texture</param>
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/// <param name="depthOrLayers">The depth or layers count of the texture</param>
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/// <param name="levels">The amount if mipmap levels of the texture</param>
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/// <param name="levels">The amount of mipmap levels of the texture</param>
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/// <param name="samplesInX">The number of samples in the X direction for multisample textures, should be 1 otherwise</param>
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/// <param name="samplesInX">The number of samples in the X direction for multisample textures, should be 1 otherwise</param>
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/// <param name="samplesInY">The number of samples in the Y direction for multisample textures, should be 1 otherwise</param>
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/// <param name="samplesInY">The number of samples in the Y direction for multisample textures, should be 1 otherwise</param>
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/// <param name="stride">The stride for linear textures</param>
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/// <param name="stride">The stride for linear textures</param>
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@ -120,7 +120,7 @@ namespace Ryujinx.Graphics.Gpu.Image
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/// </summary>
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/// </summary>
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/// <param name="gpuVa">The start GPU virtual address of the sampler pool</param>
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/// <param name="gpuVa">The start GPU virtual address of the sampler pool</param>
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/// <param name="maximumId">The maximum ID of the sampler pool</param>
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/// <param name="maximumId">The maximum ID of the sampler pool</param>
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/// <param name="samplerIndex">The indexing type of the sampler</param>
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/// <param name="samplerIndex">The indexing type of the sampler pool</param>
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public void SetComputeSamplerPool(ulong gpuVa, int maximumId, SamplerIndex samplerIndex)
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public void SetComputeSamplerPool(ulong gpuVa, int maximumId, SamplerIndex samplerIndex)
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{
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{
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_cpBindingsManager.SetSamplerPool(gpuVa, maximumId, samplerIndex);
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_cpBindingsManager.SetSamplerPool(gpuVa, maximumId, samplerIndex);
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@ -131,7 +131,7 @@ namespace Ryujinx.Graphics.Gpu.Image
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/// </summary>
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/// </summary>
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/// <param name="gpuVa">The start GPU virtual address of the sampler pool</param>
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/// <param name="gpuVa">The start GPU virtual address of the sampler pool</param>
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/// <param name="maximumId">The maximum ID of the sampler pool</param>
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/// <param name="maximumId">The maximum ID of the sampler pool</param>
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/// <param name="samplerIndex">The indexing type of the sampler</param>
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/// <param name="samplerIndex">The indexing type of the sampler pool</param>
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public void SetGraphicsSamplerPool(ulong gpuVa, int maximumId, SamplerIndex samplerIndex)
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public void SetGraphicsSamplerPool(ulong gpuVa, int maximumId, SamplerIndex samplerIndex)
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{
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{
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_gpBindingsManager.SetSamplerPool(gpuVa, maximumId, samplerIndex);
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_gpBindingsManager.SetSamplerPool(gpuVa, maximumId, samplerIndex);
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@ -734,7 +734,7 @@ namespace Ryujinx.Graphics.Gpu.Image
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}
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}
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/// <summary>
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/// <summary>
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/// Flushes textures in the cache inside a given range that have been modified since the last call.
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/// Flushes the textures in the cache inside a given range that have been modified since the last call.
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/// </summary>
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/// </summary>
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/// <param name="address">The range start address</param>
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/// <param name="address">The range start address</param>
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/// <param name="size">The range size</param>
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/// <param name="size">The range size</param>
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@ -245,7 +245,7 @@ namespace Ryujinx.Graphics.Gpu.Image
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/// Checks if the swizzle component is equal to the red or green channels.
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/// Checks if the swizzle component is equal to the red or green channels.
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/// </summary>
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/// </summary>
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/// <param name="component">The swizzle component to check</param>
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/// <param name="component">The swizzle component to check</param>
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/// <returns>True if the swizzle component is equal to the red or blue, false otherwise</returns>
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/// <returns>True if the swizzle component is equal to the red or green, false otherwise</returns>
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private static bool IsRG(SwizzleComponent component)
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private static bool IsRG(SwizzleComponent component)
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{
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{
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return component == SwizzleComponent.Red ||
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return component == SwizzleComponent.Red ||
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