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-rw-r--r--Source/Core/VideoCommon/TextureCacheBase.cpp8
1 files changed, 4 insertions, 4 deletions
diff --git a/Source/Core/VideoCommon/TextureCacheBase.cpp b/Source/Core/VideoCommon/TextureCacheBase.cpp
index c6088349a8..d27234dee9 100644
--- a/Source/Core/VideoCommon/TextureCacheBase.cpp
+++ b/Source/Core/VideoCommon/TextureCacheBase.cpp
@@ -569,7 +569,7 @@ void TextureCacheBase::DoSaveState(PointerWrap& p)
auto ShouldSaveEntry = [](const RcTcacheEntry& entry) {
// We skip non-copies as they can be decoded from RAM when the state is loaded.
// Storing them would duplicate data in the save state file, adding to decompression time.
- // We also need to store invalidated entires, as they can't be restored from RAM.
+ // We also need to store invalidated entries, as they can't be restored from RAM.
return entry->IsCopy() || entry->invalidated;
};
auto AddCacheEntryToMap = [&entry_map, &entries_to_save](const RcTcacheEntry& entry) -> u32 {
@@ -1257,7 +1257,7 @@ TCacheEntry* TextureCacheBase::LoadImpl(const TextureInfo& texture_info, bool fo
// If the TMEM configuration is such that this texture is more or less guaranteed to still
// be in TMEM, then we know we can reuse the old entry without even hashing the memory
//
- // It's possible this texture has already been overwritten in emulated memory and therfore
+ // It's possible this texture has already been overwritten in emulated memory and therefore
// invalidated from our texture cache, but we want to use it anyway to approximate the
// result of the game using an overwritten texture cached in TMEM.
//
@@ -2471,7 +2471,7 @@ void TextureCacheBase::CopyRenderTargetToTexture(
if (OpcodeDecoder::g_record_fifo_data)
{
- // Mark the memory behind this efb copy as dynamicly generated for the Fifo log
+ // Mark the memory behind this efb copy as dynamically generated for the Fifo log
u32 address = dstAddr;
for (u32 i = 0; i < num_blocks_y; i++)
{
@@ -2690,7 +2690,7 @@ TextureCacheBase::FindMatchingTextureFromPool(const TextureConfig& config)
// Find a texture from the pool that does not have a frameCount of FRAMECOUNT_INVALID.
// This prevents a texture from being used twice in a single frame with different data,
// which potentially means that a driver has to maintain two copies of the texture anyway.
- // Render-target textures are fine through, as they have to be generated in a seperated pass.
+ // Render-target textures are fine through, as they have to be generated in a separate pass.
// As non-render-target textures are usually static, this should not matter much.
auto range = m_texture_pool.equal_range(config);
auto matching_iter = std::find_if(range.first, range.second, [](const auto& iter) {