diff options
Diffstat (limited to 'Source/Core/VideoCommon/TextureCacheBase.cpp')
| -rw-r--r-- | Source/Core/VideoCommon/TextureCacheBase.cpp | 8 |
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) { |
