mirror of
https://github.com/yuzu-emu/yuzu-emu.github.io.git
synced 2025-07-30 21:51:53 +00:00
Fixed more typos
This commit is contained in:
parent
4f07939161
commit
d03b9c10fd
|
@ -92,7 +92,7 @@ Originally, we wanted OpenGL to use this backend, discontinuing support for GLSL
|
|||
|
||||
Reality always hits back like the laws of thermodynamics, delaying the release of Hades for several months.
|
||||
Driver support for SPIR-V in Windows is very bad (especially for Nvidia), with only the Linux Mesa drivers having a correct and fast implementation.
|
||||
So we decided to keep the option as an experimental feature, focusing on the old GLSL and GLASM backed first. We plan to improve SPIR-V rendering and performance later.
|
||||
So we decided to keep the option as an experimental feature, focusing on the old GLSL and GLASM backend first. We plan to improve SPIR-V rendering and performance later.
|
||||
Ideally, SPIR-V in OpenGL should be a jack-of-all-trades, a mix of the performance of GLSL and the shader build times of GLASM.
|
||||
|
||||
So to ease our user’s decision on what to choose, here’s a chart of all possible options for the most common GPU vendors.
|
||||
|
@ -151,7 +151,7 @@ To avoid confusion with the FPS unlimiter, the old Frame limit was [renamed to S
|
|||
"./fpscap.png| You can find the new options here"
|
||||
>}}
|
||||
|
||||
From before even the [release of the texture cache rewrite](https://yuzu-emu.org/entry/yuzu-tcr/), a regression has existed that caused users' screenshots to save in the wrong directory.
|
||||
From before the [release of the texture cache rewrite](https://yuzu-emu.org/entry/yuzu-tcr/), a regression has existed that caused users' screenshots to save in the wrong directory.
|
||||
Turns out [a single directory separator was missing in the code,](https://github.com/yuzu-emu/yuzu/pull/6709).
|
||||
Now, screenshots will work correctly by either pressing the `Ctrl + P` hotkey, or via selecting the `Tools > Capture Screenshot…` menu option, and save in the selected folder.
|
||||
|
||||
|
@ -278,7 +278,7 @@ yuzu uses this small portion of VRAM for allocating its staging buffer, but if t
|
|||
allocation to happen, and yuzu would refuse to create a Vulkan instance, failing to boot any game.
|
||||
OpenGL is, as usual, excluded from this issue thanks to letting the GPU driver handle those allocations on its own.
|
||||
|
||||
K0bin fixes this issue by [doing the allocation in system RAM](https://github.com/yuzu-emu/yuzu/pull/6740) if there isn’t enough free space. Many thanks!
|
||||
K0bin fixes this issue by [performing the allocation in system RAM](https://github.com/yuzu-emu/yuzu/pull/6740) if there isn’t enough free space. Many thanks!
|
||||
|
||||
## Stop This Sound!
|
||||
|
||||
|
@ -423,7 +423,7 @@ In other words, whenever a process needs an object, the reference counter is inc
|
|||
|
||||
Once this value reaches zero, the object is automatically deleted.
|
||||
Previously, yuzu wasn't doing a great job at maintaining this reference counter, as these kernel objects can be called by more more than just one process — i.e. the "owners",
|
||||
who are responsible of freeing the resource once they're done with it.
|
||||
who are responsible for freeing the resource once they're done with it.
|
||||
In some cases, some of these owners weren't properly freeing the object at all, which meant that the reference counter never reached zero, leaving this object "dangling" in
|
||||
memory, even though the information became basically useless at this point.
|
||||
|
||||
|
|
Loading…
Reference in a new issue