Fix some spelling mistakes

Thanks to LDj3SNuD for spotting these
This commit is contained in:
gdkchan 2020-01-01 20:14:18 -03:00 committed by Thog
parent 23d8516763
commit a11f6f5235
14 changed files with 29 additions and 29 deletions

View File

@ -123,7 +123,7 @@ namespace Ryujinx.Graphics.Gpu.Engine
/// <summary>
/// Sets the index buffer count.
/// This also sets internal state that indicates that the next draw is a indexed draw.
/// This also sets internal state that indicates that the next draw is an indexed draw.
/// </summary>
/// <param name="state">Current GPU state</param>
/// <param name="argument">Method call argument</param>

View File

@ -6,7 +6,7 @@ namespace Ryujinx.Graphics.Gpu.Engine
partial class Methods
{
/// <summary>
/// Resets the value of a internal GPU counter back to zero.
/// Resets the value of an internal GPU counter back to zero.
/// </summary>
/// <param name="state">Current GPU state</param>
/// <param name="argument">Method call argument</param>

View File

@ -190,7 +190,7 @@ namespace Ryujinx.Graphics.Gpu.Image
};
/// <summary>
/// Try getting the texture format from a encoded format integer from the Maxwell texture descriptor.
/// Try getting the texture format from an encoded format integer from the Maxwell texture descriptor.
/// </summary>
/// <param name="encoded">The encoded format integer from the texture descriptor</param>
/// <param name="isSrgb">Indicates if the format is a sRGB format</param>
@ -204,7 +204,7 @@ namespace Ryujinx.Graphics.Gpu.Image
}
/// <summary>
/// Try getting the vertex attribute format from a encoded format integer from Maxwell attribute registers.
/// Try getting the vertex attribute format from an encoded format integer from Maxwell attribute registers.
/// </summary>
/// <param name="encoded">The encoded format integer from the attribute registers</param>
/// <param name="format">The output vertex attribute format</param>

View File

@ -6,7 +6,7 @@ namespace Ryujinx.Graphics.Gpu.Image
/// <summary>
/// Represents a pool of GPU resources, such as samplers or textures.
/// </summary>
/// <typeparam name="T">GPU resource type</typeparam>
/// <typeparam name="T">Type of the GPU resource</typeparam>
abstract class Pool<T> : IDisposable
{
protected const int DescriptorSize = 0x20;
@ -57,7 +57,7 @@ namespace Ryujinx.Graphics.Gpu.Image
/// <summary>
/// Synchronizes host memory with guest memory.
/// This causes a invalidation of pool entries,
/// This causes invalidation of pool entries,
/// if a modification of entries by the CPU is detected.
/// </summary>
public void SynchronizeMemory()

View File

@ -365,7 +365,7 @@ namespace Ryujinx.Graphics.Gpu.Image
/// This causes the texture data to be written back to guest memory.
/// If the texture was written by the GPU, this includes all modification made by the GPU
/// up to this point.
/// Be aware that this is a expensive operation, avoid calling it unless strictly needed.
/// Be aware that this is an expensive operation, avoid calling it unless strictly needed.
/// This may cause data corruption if the memory is already being used for something else on the CPU side.
/// </summary>
public void Flush()

View File

@ -15,7 +15,7 @@ namespace Ryujinx.Graphics.Gpu.Image
/// <summary>
/// Shader texture handle.
/// This is a index into the texture constant buffer.
/// This is an index into the texture constant buffer.
/// </summary>
public int Handle { get; }

View File

@ -245,7 +245,7 @@ namespace Ryujinx.Graphics.Gpu.Image
}
/// <summary>
/// Tries to find a existing texture, or create a new one if not found.
/// Tries to find an existing texture, or create a new one if not found.
/// </summary>
/// <param name="copyTexture">Copy texture to find or create</param>
/// <returns>The texture</returns>
@ -298,7 +298,7 @@ namespace Ryujinx.Graphics.Gpu.Image
}
/// <summary>
/// Tries to find a existing texture, or create a new one if not found.
/// Tries to find an existing texture, or create a new one if not found.
/// </summary>
/// <param name="colorState">Color buffer texture to find or create</param>
/// <param name="samplesInX">Number of samples in the X direction, for MSAA</param>
@ -381,7 +381,7 @@ namespace Ryujinx.Graphics.Gpu.Image
}
/// <summary>
/// Tries to find a existing texture, or create a new one if not found.
/// Tries to find an existing texture, or create a new one if not found.
/// </summary>
/// <param name="dsState">Depth-stencil buffer texture to find or create</param>
/// <param name="size">Size of the depth-stencil texture</param>
@ -430,7 +430,7 @@ namespace Ryujinx.Graphics.Gpu.Image
}
/// <summary>
/// Tries to find a existing texture, or create a new one if not found.
/// Tries to find an existing texture, or create a new one if not found.
/// </summary>
/// <param name="info">Texture information of the texture to be found or created</param>
/// <param name="flags">The texture search flags, defines texture comparison rules</param>

View File

@ -18,7 +18,7 @@ namespace Ryujinx.Graphics.Gpu.Image
/// <summary>
/// Constructs a new instance of the texture pool.
/// </summary>
/// <param name="context"></param>
/// <param name="context">GPU context that the texture pool belongs to</param>
public TexturePoolCache(GpuContext context)
{
_context = context;

View File

@ -329,7 +329,7 @@ namespace Ryujinx.Graphics.Gpu
}
/// <summary>
/// Gets the result of a Arithmetic and Logic operation using registers.
/// Gets the result of an Arithmetic and Logic operation using registers.
/// </summary>
/// <param name="aluOp">Arithmetic and Logic unit operation with registers</param>
/// <param name="a">First operand value</param>

View File

@ -368,7 +368,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
/// Gets the address of the compute uniform buffer currently bound at the given index.
/// </summary>
/// <param name="index">Index of the uniform buffer binding</param>
/// <returns>The uniform buffer address, or a undefined value if the buffer is not currently bound</returns>
/// <returns>The uniform buffer address, or an undefined value if the buffer is not currently bound</returns>
public ulong GetComputeUniformBufferAddress(int index)
{
return _cpUniformBuffers.Buffers[index].Address;
@ -379,7 +379,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
/// </summary>
/// <param name="stage">Index of the shader stage</param>
/// <param name="index">Index of the uniform buffer binding</param>
/// <returns>The uniform buffer address, or a undefined value if the buffer is not currently bound</returns>
/// <returns>The uniform buffer address, or an undefined value if the buffer is not currently bound</returns>
public ulong GetGraphicsUniformBufferAddress(int stage, int index)
{
return _gpUniformBuffers[stage].Buffers[index].Address;

View File

@ -65,7 +65,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
/// The memory is automatically allocated by the memory manager.
/// </summary>
/// <param name="pa">CPU virtual address to map into</param>
/// <param name="size">Mapping size in bytes</param>
/// <param name="size">Size in bytes of the mapping</param>
/// <returns>GPU virtual address where the range was mapped, or an all ones mask in case of failure</returns>
public ulong Map(ulong pa, ulong size)
{
@ -91,7 +91,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
/// This also ensures that the mapping is always done in the first 4GB of GPU address space.
/// </summary>
/// <param name="pa">CPU virtual address to map into</param>
/// <param name="size">Mapping size in bytes</param>
/// <param name="size">Size in bytes of the mapping</param>
/// <returns>GPU virtual address where the range was mapped, or an all ones mask in case of failure</returns>
public ulong MapLow(ulong pa, ulong size)
{
@ -120,7 +120,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
/// This prevents the reserved region from being used for memory allocation for map.
/// </summary>
/// <param name="va">GPU virtual address to reserve</param>
/// <param name="size">Reservation size in bytes</param>
/// <param name="size">Size in bytes of the reservation</param>
/// <returns>GPU virtual address of the reservation, or an all ones mask in case of failure</returns>
public ulong ReserveFixed(ulong va, ulong size)
{
@ -146,7 +146,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
/// <summary>
/// Reserves memory at any GPU memory location.
/// </summary>
/// <param name="size">Reservation size in bytes</param>
/// <param name="size">Size in bytes of the reservation</param>
/// <param name="alignment">Reservation address alignment in bytes</param>
/// <returns>GPU virtual address of the reservation, or an all ones mask in case of failure</returns>
public ulong Reserve(ulong size, ulong alignment)
@ -184,7 +184,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
}
/// <summary>
/// Gets the address of a unused (free) region of the specified size.
/// Gets the address of an unused (free) region of the specified size.
/// </summary>
/// <param name="size">Size of the region in bytes</param>
/// <param name="alignment">Required alignment of the region address in bytes</param>
@ -250,7 +250,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
}
/// <summary>
/// Translated a GPU virtual address to a CPU virtual address.
/// Translates a GPU virtual address to a CPU virtual address.
/// </summary>
/// <param name="gpuVa">GPU virtual address to be translated</param>
/// <returns>CPU virtual address</returns>

View File

@ -39,7 +39,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
}
/// <summary>
/// Removes a item from the list.
/// Removes an item from the list.
/// </summary>
/// <param name="item">The item to be removed</param>
/// <returns>True if the item was removed, or false if it was not found</returns>
@ -97,7 +97,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
/// It only ensures that the item returned overlaps the specified memory range.
/// </remarks>
/// <param name="address">Start address of the range</param>
/// <param name="size">Size in bytes or the rangee</param>
/// <param name="size">Size in bytes of the range</param>
/// <returns>The overlapping item, or the default value for the type if none found</returns>
public T FindFirstOverlap(ulong address, ulong size)
{
@ -126,7 +126,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
/// Gets all items on the list overlapping the specified memory range.
/// </summary>
/// <param name="address">Start address of the range</param>
/// <param name="size">Size in bytes or the rangee</param>
/// <param name="size">Size in bytes of the range</param>
/// <param name="output">Output array where matches will be written. It is automatically resized to fit the results</param>
/// <returns>The number of overlapping items found</returns>
public int FindOverlaps(ulong address, ulong size, ref T[] output)
@ -184,7 +184,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
/// This method is faster than the regular method to find all overlaps.
/// </remarks>
/// <param name="address">Start address of the range</param>
/// <param name="size">Size in bytes or the rangee</param>
/// <param name="size">Size in bytes of the range</param>
/// <param name="output">Output array where matches will be written. It is automatically resized to fit the results</param>
/// <returns>The number of overlapping items found</returns>
public int FindOverlapsNonOverlapping(ulong address, ulong size, ref T[] output)
@ -297,7 +297,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
/// Performs binary search for items overlapping a given memory range.
/// </summary>
/// <param name="address">Start address of the range</param>
/// <param name="size">Size of the range in bytes</param>
/// <param name="size">Size in bytes of the range</param>
/// <returns>List index of the item, or complement index of nearest item with lower value on the list</returns>
private int BinarySearch(ulong address, ulong size)
{

View File

@ -72,7 +72,7 @@ namespace Ryujinx.Graphics.Gpu
}
/// <summary>
/// Pushes a argument to the macro call argument FIFO.
/// Pushes an argument to the macro call argument FIFO.
/// </summary>
/// <param name="argument">Argument to be pushed</param>
public void PushArgument(int argument)

View File

@ -94,7 +94,7 @@ namespace Ryujinx.Graphics.Gpu.State
}
/// <summary>
/// Writes a offset value at the uniform buffer offset register.
/// Writes an offset value at the uniform buffer offset register.
/// </summary>
/// <param name="offset">The offset to be written</param>
public void SetUniformBufferOffset(int offset)