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https://github.com/yuzu-emu/yuzu-android.git
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Merge pull request #310 from N00byKing/patch-1
Update multiple comments from citra to yuzu
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commit
37041ea12c
@ -21,16 +21,16 @@ public:
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/// Notify rasterizer that the specified Maxwell register has been changed
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virtual void NotifyMaxwellRegisterChanged(u32 id) = 0;
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/// Notify rasterizer that all caches should be flushed to 3DS memory
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/// Notify rasterizer that all caches should be flushed to Switch memory
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virtual void FlushAll() = 0;
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/// Notify rasterizer that any caches of the specified region should be flushed to 3DS memory
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/// Notify rasterizer that any caches of the specified region should be flushed to Switch memory
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virtual void FlushRegion(VAddr addr, u64 size) = 0;
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/// Notify rasterizer that any caches of the specified region should be invalidated
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virtual void InvalidateRegion(VAddr addr, u64 size) = 0;
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/// Notify rasterizer that any caches of the specified region should be flushed to 3DS memory
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/// Notify rasterizer that any caches of the specified region should be flushed to Switch memory
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/// and invalidated
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virtual void FlushAndInvalidateRegion(VAddr addr, u64 size) = 0;
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@ -1261,7 +1261,7 @@ void RasterizerCacheOpenGL::ValidateSurface(const Surface& surface, VAddr addr,
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}
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}
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// Load data from 3DS memory
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// Load data from Switch memory
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FlushRegion(params.addr, params.size);
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surface->LoadGLBuffer(params.addr, params.end);
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surface->UploadGLTexture(surface->GetSubRect(params), read_framebuffer.handle,
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@ -303,12 +303,12 @@ public:
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void CopySurface(const Surface& src_surface, const Surface& dst_surface,
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SurfaceInterval copy_interval);
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/// Load a texture from 3DS memory to OpenGL and cache it (if not already cached)
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/// Load a texture from Switch memory to OpenGL and cache it (if not already cached)
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Surface GetSurface(const SurfaceParams& params, ScaleMatch match_res_scale,
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bool load_if_create);
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/// Attempt to find a subrect (resolution scaled) of a surface, otherwise loads a texture from
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/// 3DS memory to OpenGL and caches it (if not already cached)
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/// Switch memory to OpenGL and caches it (if not already cached)
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SurfaceRect_Tuple GetSurfaceSubRect(const SurfaceParams& params, ScaleMatch match_res_scale,
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bool load_if_create);
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@ -328,7 +328,7 @@ public:
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/// Write any cached resources overlapping the region back to memory (if dirty)
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void FlushRegion(VAddr addr, u64 size, Surface flush_surface = nullptr);
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/// Mark region as being invalidated by region_owner (nullptr if 3DS memory)
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/// Mark region as being invalidated by region_owner (nullptr if Switch memory)
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void InvalidateRegion(VAddr addr, u64 size, const Surface& region_owner);
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/// Flush all cached resources tracked by this cache manager
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@ -14,7 +14,7 @@
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class EmuWindow;
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/// Structure used for storing information about the textures for each 3DS screen
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/// Structure used for storing information about the textures for the Switch screen
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struct TextureInfo {
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OGLTexture resource;
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GLsizei width;
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@ -24,7 +24,7 @@ struct TextureInfo {
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Tegra::FramebufferConfig::PixelFormat pixel_format;
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};
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/// Structure used for storing information about the display target for each 3DS screen
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/// Structure used for storing information about the display target for the Switch screen
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struct ScreenInfo {
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GLuint display_texture;
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MathUtil::Rectangle<float> display_texcoords;
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@ -8,7 +8,7 @@ namespace DefaultINI {
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const char* sdl2_config_file = R"(
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[Controls]
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# The input devices and parameters for each 3DS native input
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# The input devices and parameters for each Switch native input
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# It should be in the format of "engine:[engine_name],[param1]:[value1],[param2]:[value2]..."
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# Escape characters $0 (for ':'), $1 (for ',') and $2 (for '$') can be used in values
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