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Merge pull request #14289 from Sintendo/typos
Fix various typos and spelling mistakes
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@@ -569,7 +569,7 @@ void TextureCacheBase::DoSaveState(PointerWrap& p)
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auto ShouldSaveEntry = [](const RcTcacheEntry& entry) {
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// We skip non-copies as they can be decoded from RAM when the state is loaded.
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// Storing them would duplicate data in the save state file, adding to decompression time.
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// We also need to store invalidated entires, as they can't be restored from RAM.
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// We also need to store invalidated entries, as they can't be restored from RAM.
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return entry->IsCopy() || entry->invalidated;
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};
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auto AddCacheEntryToMap = [&entry_map, &entries_to_save](const RcTcacheEntry& entry) -> u32 {
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@@ -1257,7 +1257,7 @@ TCacheEntry* TextureCacheBase::LoadImpl(const TextureInfo& texture_info, bool fo
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// If the TMEM configuration is such that this texture is more or less guaranteed to still
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// be in TMEM, then we know we can reuse the old entry without even hashing the memory
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//
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// It's possible this texture has already been overwritten in emulated memory and therfore
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// It's possible this texture has already been overwritten in emulated memory and therefore
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// invalidated from our texture cache, but we want to use it anyway to approximate the
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// result of the game using an overwritten texture cached in TMEM.
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//
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@@ -2471,7 +2471,7 @@ void TextureCacheBase::CopyRenderTargetToTexture(
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if (OpcodeDecoder::g_record_fifo_data)
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{
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// Mark the memory behind this efb copy as dynamicly generated for the Fifo log
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// Mark the memory behind this efb copy as dynamically generated for the Fifo log
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u32 address = dstAddr;
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for (u32 i = 0; i < num_blocks_y; i++)
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{
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@@ -2690,7 +2690,7 @@ TextureCacheBase::FindMatchingTextureFromPool(const TextureConfig& config)
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// Find a texture from the pool that does not have a frameCount of FRAMECOUNT_INVALID.
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// This prevents a texture from being used twice in a single frame with different data,
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// which potentially means that a driver has to maintain two copies of the texture anyway.
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// Render-target textures are fine through, as they have to be generated in a seperated pass.
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// Render-target textures are fine through, as they have to be generated in a separate pass.
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// As non-render-target textures are usually static, this should not matter much.
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auto range = m_texture_pool.equal_range(config);
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auto matching_iter = std::find_if(range.first, range.second, [](const auto& iter) {
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