diff options
Diffstat (limited to 'src/Ryujinx.Graphics.Gpu/Image/TextureCompatibility.cs')
-rw-r--r-- | src/Ryujinx.Graphics.Gpu/Image/TextureCompatibility.cs | 8 |
1 files changed, 4 insertions, 4 deletions
diff --git a/src/Ryujinx.Graphics.Gpu/Image/TextureCompatibility.cs b/src/Ryujinx.Graphics.Gpu/Image/TextureCompatibility.cs index e93ea0c0..5d846222 100644 --- a/src/Ryujinx.Graphics.Gpu/Image/TextureCompatibility.cs +++ b/src/Ryujinx.Graphics.Gpu/Image/TextureCompatibility.cs @@ -220,18 +220,18 @@ namespace Ryujinx.Graphics.Gpu.Image /// <param name="lhs">Texture information to compare</param> /// <param name="rhs">Texture information to compare with</param> /// <param name="forSampler">Indicates that the texture will be used for shader sampling</param> - /// <param name="forCopy">Indicates that the texture will be used as copy source or target</param> + /// <param name="depthAlias">Indicates if aliasing between color and depth format should be allowed</param> /// <returns>A value indicating how well the formats match</returns> - public static TextureMatchQuality FormatMatches(TextureInfo lhs, TextureInfo rhs, bool forSampler, bool forCopy) + public static TextureMatchQuality FormatMatches(TextureInfo lhs, TextureInfo rhs, bool forSampler, bool depthAlias) { // D32F and R32F texture have the same representation internally, // however the R32F format is used to sample from depth textures. - if (lhs.FormatInfo.Format == Format.D32Float && rhs.FormatInfo.Format == Format.R32Float && (forSampler || forCopy)) + if (lhs.FormatInfo.Format == Format.D32Float && rhs.FormatInfo.Format == Format.R32Float && (forSampler || depthAlias)) { return TextureMatchQuality.FormatAlias; } - if (forCopy) + if (depthAlias) { // The 2D engine does not support depth-stencil formats, so it will instead // use equivalent color formats. We must also consider them as compatible. |