1
0
Fork 0
mirror of https://github.com/Ryujinx/Ryujinx.git synced 2024-12-20 19:02:01 +00:00

Fix typo in TextureBindingsManager.cs (#4798)

accomodate -> accommodate
This commit is contained in:
Ikko Eltociear Ashimine 2023-05-06 05:17:36 +09:00 committed by GitHub
parent 9ff21f9ab6
commit f8ec878796
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23

View file

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