diff options
Diffstat (limited to 'Ryujinx.Graphics.Gpu/Image/TextureManager.cs')
| -rw-r--r-- | Ryujinx.Graphics.Gpu/Image/TextureManager.cs | 8 |
1 files changed, 4 insertions, 4 deletions
diff --git a/Ryujinx.Graphics.Gpu/Image/TextureManager.cs b/Ryujinx.Graphics.Gpu/Image/TextureManager.cs index 69bee541..c69f69c6 100644 --- a/Ryujinx.Graphics.Gpu/Image/TextureManager.cs +++ b/Ryujinx.Graphics.Gpu/Image/TextureManager.cs @@ -189,7 +189,7 @@ namespace Ryujinx.Graphics.Gpu.Image /// This will update scale to match the configured scale, scale textures that are eligible but not scaled, /// and propagate blacklisted status from one texture to the ones bound with it. /// </summary> - /// <param name="singleUse">If this is not -1, it indicates that only the given indexed target will be used.</param> + /// <param name="singleUse">If this is not -1, it indicates that only the given indexed target will be used.</param> public void UpdateRenderTargetScale(int singleUse) { // Make sure all scales for render targets are at the highest they should be. Blacklisted targets should propagate their scale to the other targets. @@ -454,7 +454,7 @@ namespace Ryujinx.Graphics.Gpu.Image Target.Texture2D, formatInfo); - TextureSearchFlags flags = TextureSearchFlags.IgnoreMs; + TextureSearchFlags flags = TextureSearchFlags.ForCopy; if (preferScaling) { @@ -608,7 +608,7 @@ namespace Ryujinx.Graphics.Gpu.Image /// <returns>The texture</returns> public Texture FindOrCreateTexture(TextureInfo info, TextureSearchFlags flags = TextureSearchFlags.None) { - bool isSamplerTexture = (flags & TextureSearchFlags.Sampler) != 0; + bool isSamplerTexture = (flags & TextureSearchFlags.ForSampler) != 0; bool isScalable = IsUpscaleCompatible(info); @@ -737,7 +737,7 @@ namespace Ryujinx.Graphics.Gpu.Image if (texture.ScaleFactor != overlap.ScaleFactor) { - // A bit tricky, our new texture may need to contain an existing texture that is upscaled, but isn't itself. + // A bit tricky, our new texture may need to contain an existing texture that is upscaled, but isn't itself. // In that case, we prefer the higher scale only if our format is render-target-like, otherwise we scale the view down before copy. texture.PropagateScale(overlap); |
