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https://github.com/Ryujinx/Ryujinx.git
synced 2024-11-07 22:38:37 +00:00
Fix some spelling mistakes
Thanks to LDj3SNuD for spotting these
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a11f6f5235
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@ -123,7 +123,7 @@ namespace Ryujinx.Graphics.Gpu.Engine
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/// <summary>
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/// Sets the index buffer count.
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/// This also sets internal state that indicates that the next draw is a indexed draw.
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/// This also sets internal state that indicates that the next draw is an indexed draw.
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/// </summary>
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/// <param name="state">Current GPU state</param>
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/// <param name="argument">Method call argument</param>
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@ -6,7 +6,7 @@ namespace Ryujinx.Graphics.Gpu.Engine
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partial class Methods
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{
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/// <summary>
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/// Resets the value of a internal GPU counter back to zero.
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/// Resets the value of an internal GPU counter back to zero.
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/// </summary>
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/// <param name="state">Current GPU state</param>
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/// <param name="argument">Method call argument</param>
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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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@ -329,7 +329,7 @@ namespace Ryujinx.Graphics.Gpu
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}
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/// <summary>
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/// Gets the result of a Arithmetic and Logic operation using registers.
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/// Gets the result of an Arithmetic and Logic operation using registers.
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/// </summary>
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/// <param name="aluOp">Arithmetic and Logic unit operation with registers</param>
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/// <param name="a">First operand value</param>
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@ -368,7 +368,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
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/// Gets the address of the compute uniform buffer currently bound at the given index.
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/// </summary>
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/// <param name="index">Index of the uniform buffer binding</param>
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/// <returns>The uniform buffer address, or a undefined value if the buffer is not currently bound</returns>
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/// <returns>The uniform buffer address, or an undefined value if the buffer is not currently bound</returns>
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public ulong GetComputeUniformBufferAddress(int index)
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{
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return _cpUniformBuffers.Buffers[index].Address;
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@ -379,7 +379,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
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/// </summary>
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/// <param name="stage">Index of the shader stage</param>
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/// <param name="index">Index of the uniform buffer binding</param>
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/// <returns>The uniform buffer address, or a undefined value if the buffer is not currently bound</returns>
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/// <returns>The uniform buffer address, or an undefined value if the buffer is not currently bound</returns>
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public ulong GetGraphicsUniformBufferAddress(int stage, int index)
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{
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return _gpUniformBuffers[stage].Buffers[index].Address;
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@ -65,7 +65,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
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/// The memory is automatically allocated by the memory manager.
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/// </summary>
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/// <param name="pa">CPU virtual address to map into</param>
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/// <param name="size">Mapping size in bytes</param>
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/// <param name="size">Size in bytes of the mapping</param>
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/// <returns>GPU virtual address where the range was mapped, or an all ones mask in case of failure</returns>
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public ulong Map(ulong pa, ulong size)
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{
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@ -91,7 +91,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
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/// This also ensures that the mapping is always done in the first 4GB of GPU address space.
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/// </summary>
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/// <param name="pa">CPU virtual address to map into</param>
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/// <param name="size">Mapping size in bytes</param>
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/// <param name="size">Size in bytes of the mapping</param>
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/// <returns>GPU virtual address where the range was mapped, or an all ones mask in case of failure</returns>
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public ulong MapLow(ulong pa, ulong size)
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{
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@ -120,7 +120,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
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/// This prevents the reserved region from being used for memory allocation for map.
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/// </summary>
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/// <param name="va">GPU virtual address to reserve</param>
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/// <param name="size">Reservation size in bytes</param>
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/// <param name="size">Size in bytes of the reservation</param>
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/// <returns>GPU virtual address of the reservation, or an all ones mask in case of failure</returns>
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public ulong ReserveFixed(ulong va, ulong size)
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{
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@ -146,7 +146,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
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/// <summary>
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/// Reserves memory at any GPU memory location.
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/// </summary>
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/// <param name="size">Reservation size in bytes</param>
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/// <param name="size">Size in bytes of the reservation</param>
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/// <param name="alignment">Reservation address alignment in bytes</param>
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/// <returns>GPU virtual address of the reservation, or an all ones mask in case of failure</returns>
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public ulong Reserve(ulong size, ulong alignment)
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@ -184,7 +184,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
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}
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/// <summary>
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/// Gets the address of a unused (free) region of the specified size.
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/// Gets the address of an unused (free) region of the specified size.
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/// </summary>
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/// <param name="size">Size of the region in bytes</param>
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/// <param name="alignment">Required alignment of the region address in bytes</param>
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@ -250,7 +250,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
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}
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/// <summary>
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/// Translated a GPU virtual address to a CPU virtual address.
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/// Translates a GPU virtual address to a CPU virtual address.
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/// </summary>
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/// <param name="gpuVa">GPU virtual address to be translated</param>
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/// <returns>CPU virtual address</returns>
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@ -39,7 +39,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
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}
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/// <summary>
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/// Removes a item from the list.
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/// Removes an item from the list.
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/// </summary>
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/// <param name="item">The item to be removed</param>
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/// <returns>True if the item was removed, or false if it was not found</returns>
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@ -97,7 +97,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
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/// It only ensures that the item returned overlaps the specified memory range.
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/// </remarks>
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/// <param name="address">Start address of the range</param>
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/// <param name="size">Size in bytes or the rangee</param>
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/// <param name="size">Size in bytes of the range</param>
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/// <returns>The overlapping item, or the default value for the type if none found</returns>
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public T FindFirstOverlap(ulong address, ulong size)
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{
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@ -126,7 +126,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
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/// Gets all items on the list overlapping the specified memory range.
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/// </summary>
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/// <param name="address">Start address of the range</param>
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/// <param name="size">Size in bytes or the rangee</param>
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/// <param name="size">Size in bytes of the range</param>
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/// <param name="output">Output array where matches will be written. It is automatically resized to fit the results</param>
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/// <returns>The number of overlapping items found</returns>
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public int FindOverlaps(ulong address, ulong size, ref T[] output)
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/// This method is faster than the regular method to find all overlaps.
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/// </remarks>
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/// <param name="address">Start address of the range</param>
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/// <param name="size">Size in bytes or the rangee</param>
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/// <param name="size">Size in bytes of the range</param>
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/// <param name="output">Output array where matches will be written. It is automatically resized to fit the results</param>
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/// <returns>The number of overlapping items found</returns>
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public int FindOverlapsNonOverlapping(ulong address, ulong size, ref T[] output)
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@ -297,7 +297,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
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/// Performs binary search for items overlapping a given memory range.
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/// </summary>
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/// <param name="address">Start address of the range</param>
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/// <param name="size">Size of the range in bytes</param>
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/// <param name="size">Size in bytes of the range</param>
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/// <returns>List index of the item, or complement index of nearest item with lower value on the list</returns>
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private int BinarySearch(ulong address, ulong size)
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{
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@ -72,7 +72,7 @@ namespace Ryujinx.Graphics.Gpu
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}
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/// <summary>
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/// Pushes a argument to the macro call argument FIFO.
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/// Pushes an argument to the macro call argument FIFO.
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/// </summary>
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/// <param name="argument">Argument to be pushed</param>
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public void PushArgument(int argument)
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@ -94,7 +94,7 @@ namespace Ryujinx.Graphics.Gpu.State
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}
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/// <summary>
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/// Writes a offset value at the uniform buffer offset register.
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/// Writes an offset value at the uniform buffer offset register.
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/// </summary>
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/// <param name="offset">The offset to be written</param>
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public void SetUniformBufferOffset(int offset)
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