Do naming refactoring on Ryujinx.Graphics (#611)

* Renaming part 1

* Renaming part 2

* Renaming part 3

* Renaming part 4

* Renaming part 5

* Renaming part 6

* Renaming part 7

* Renaming part 8

* Renaming part 9

* Renaming part 10

* General cleanup

* Thought I got all of these

* Apply #595

* Additional renaming

* Tweaks from feedback

* Rename files
This commit is contained in:
Alex Barney 2019-03-03 19:45:25 -06:00 committed by jduncanator
parent 8e71ea0812
commit 1f554c1093
125 changed files with 9121 additions and 9120 deletions

View file

@ -2,7 +2,7 @@
{
public struct ColorMaskState
{
private static readonly ColorMaskState _Default = new ColorMaskState()
private static readonly ColorMaskState DefaultBackingField = new ColorMaskState()
{
Red = true,
Green = true,
@ -10,7 +10,7 @@
Alpha = true
};
public static ColorMaskState Default => _Default;
public static ColorMaskState Default => DefaultBackingField;
public bool Red;
public bool Green;
@ -20,7 +20,7 @@
public struct BlendState
{
private static readonly BlendState _Default = new BlendState()
private static readonly BlendState DefaultBackingField = new BlendState()
{
Enabled = false,
SeparateAlpha = false,
@ -32,7 +32,7 @@
FuncDstAlpha = GalBlendFactor.Zero
};
public static BlendState Default => _Default;
public static BlendState Default => DefaultBackingField;
public bool Enabled;
public bool SeparateAlpha;
@ -111,9 +111,9 @@
{
ConstBufferKeys = new long[Stages][];
for (int Stage = 0; Stage < Stages; Stage++)
for (int stage = 0; stage < Stages; stage++)
{
ConstBufferKeys[Stage] = new long[ConstBuffersPerStage];
ConstBufferKeys[stage] = new long[ConstBuffersPerStage];
}
Blends = new BlendState[RenderTargetsCount];