compile fixes after function renaming
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b250b52511
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69f5df40f9
4 changed files with 5 additions and 5 deletions
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@ -257,8 +257,8 @@ void RestoreGlobalState(bool is_powered_on) {
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// this function only makes sense with integrated devices
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u64 RamPercentToByte(u8 percent) {
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// total RAM in byte
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u64 RamPercentToBytes(u8 percent) {
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// total RAM in bytes
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u64 total_ram = Common::GetMemInfo().TotalPhysicalMemory;
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// clamp percentage between 10 and 90, so we dont run out of either RAM or VRAM
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@ -615,6 +615,6 @@ void UpdateRescalingInfo();
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// Restore the global state of all applicable settings in the Values struct
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void RestoreGlobalState(bool is_powered_on);
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u64 RAM_Percent_to_Byte(u8 percent);
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u64 RamPercentToBytes(u8 percent);
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} // namespace Settings
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@ -292,7 +292,7 @@ u64 Device::GetTotalDedicatedVideoMemory() const {
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if (Settings::values.use_vram_percentage.GetValue()) {
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u8 percent = Settings::values.vram_percentage.GetValue();
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return Settings::RamPercentToByte(percent);
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return Settings::RamPercentToBytes(percent);
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} else {
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// this is according to both former settings in the gl_buffer_cache
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// and gl_texture_cache, regarding device_access_memory
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@ -1042,7 +1042,7 @@ void Device::CollectPhysicalMemoryInfo() {
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const u8 percent = Settings::values.vram_percentage.GetValue();
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const s64 available_memory = static_cast<s64>(device_access_memory - device_initial_usage);
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const s64 limit = Settings::values.use_vram_percentage.GetValue()
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? Settings::RamPercentToByte(percent)
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? Settings::RamPercentToBytes(percent)
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: 4_GiB;
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device_access_memory = static_cast<u64>(std::max<s64>(
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std::min<s64>(available_memory - 8_GiB, 4_GiB), std::min<s64>(local_memory, limit)));
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