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Diffstat (limited to 'src/Ryujinx.Graphics.Gpu/Image/TextureCompatibility.cs')
-rw-r--r--src/Ryujinx.Graphics.Gpu/Image/TextureCompatibility.cs8
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.