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Fix typo in TextureBindingsManager.cs (#4798)
accomodate -> accommodate
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@ -537,7 +537,7 @@ namespace Ryujinx.Graphics.Gpu.Image
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if (hostTexture != null && texture.Target == Target.TextureBuffer)
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if (hostTexture != null && texture.Target == Target.TextureBuffer)
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{
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{
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// Ensure that the buffer texture is using the correct buffer as storage.
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// Ensure that the buffer texture is using the correct buffer as storage.
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// Buffers are frequently re-created to accomodate larger data, so we need to re-bind
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// Buffers are frequently re-created to accommodate larger data, so we need to re-bind
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// to ensure we're not using a old buffer that was already deleted.
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// to ensure we're not using a old buffer that was already deleted.
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_channel.BufferManager.SetBufferTextureStorage(stage, hostTexture, texture.Range.GetSubRange(0).Address, texture.Size, bindingInfo, bindingInfo.Format, false);
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_channel.BufferManager.SetBufferTextureStorage(stage, hostTexture, texture.Range.GetSubRange(0).Address, texture.Size, bindingInfo, bindingInfo.Format, false);
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@ -666,7 +666,7 @@ namespace Ryujinx.Graphics.Gpu.Image
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if (hostTexture != null && texture.Target == Target.TextureBuffer)
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if (hostTexture != null && texture.Target == Target.TextureBuffer)
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{
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{
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// Ensure that the buffer texture is using the correct buffer as storage.
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// Ensure that the buffer texture is using the correct buffer as storage.
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// Buffers are frequently re-created to accomodate larger data, so we need to re-bind
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// Buffers are frequently re-created to accommodate larger data, so we need to re-bind
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// to ensure we're not using a old buffer that was already deleted.
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// to ensure we're not using a old buffer that was already deleted.
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Format format = bindingInfo.Format;
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Format format = bindingInfo.Format;
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