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
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125 changed files with 9121 additions and 9120 deletions
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@ -4,54 +4,54 @@ namespace Ryujinx.Graphics.Gal.Shader
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{
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static partial class ShaderDecode
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{
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public static void Bra(ShaderIrBlock Block, long OpCode, int Position)
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public static void Bra(ShaderIrBlock block, long opCode, int position)
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{
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if ((OpCode & 0x20) != 0)
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if ((opCode & 0x20) != 0)
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{
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//This reads the target offset from the constant buffer.
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//Almost impossible to support with GLSL.
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throw new NotImplementedException();
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}
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ShaderIrOperImm Imm = new ShaderIrOperImm(Position + OpCode.Branch());
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ShaderIrOperImm imm = new ShaderIrOperImm(position + opCode.Branch());
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Block.AddNode(OpCode.PredNode(new ShaderIrOp(ShaderIrInst.Bra, Imm)));
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block.AddNode(opCode.PredNode(new ShaderIrOp(ShaderIrInst.Bra, imm)));
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}
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public static void Exit(ShaderIrBlock Block, long OpCode, int Position)
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public static void Exit(ShaderIrBlock block, long opCode, int position)
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{
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int CCode = (int)OpCode & 0x1f;
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int cCode = (int)opCode & 0x1f;
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//TODO: Figure out what the other condition codes mean...
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if (CCode == 0xf)
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if (cCode == 0xf)
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{
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Block.AddNode(OpCode.PredNode(new ShaderIrOp(ShaderIrInst.Exit)));
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block.AddNode(opCode.PredNode(new ShaderIrOp(ShaderIrInst.Exit)));
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}
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}
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public static void Kil(ShaderIrBlock Block, long OpCode, int Position)
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public static void Kil(ShaderIrBlock block, long opCode, int position)
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{
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Block.AddNode(OpCode.PredNode(new ShaderIrOp(ShaderIrInst.Kil)));
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block.AddNode(opCode.PredNode(new ShaderIrOp(ShaderIrInst.Kil)));
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}
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public static void Ssy(ShaderIrBlock Block, long OpCode, int Position)
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public static void Ssy(ShaderIrBlock block, long opCode, int position)
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{
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if ((OpCode & 0x20) != 0)
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if ((opCode & 0x20) != 0)
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{
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//This reads the target offset from the constant buffer.
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//Almost impossible to support with GLSL.
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throw new NotImplementedException();
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}
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ShaderIrOperImm Imm = new ShaderIrOperImm(Position + OpCode.Branch());
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ShaderIrOperImm imm = new ShaderIrOperImm(position + opCode.Branch());
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Block.AddNode(new ShaderIrOp(ShaderIrInst.Ssy, Imm));
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block.AddNode(new ShaderIrOp(ShaderIrInst.Ssy, imm));
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}
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public static void Sync(ShaderIrBlock Block, long OpCode, int Position)
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public static void Sync(ShaderIrBlock block, long opCode, int position)
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{
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//TODO: Implement Sync condition codes
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Block.AddNode(OpCode.PredNode(new ShaderIrOp(ShaderIrInst.Sync)));
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block.AddNode(opCode.PredNode(new ShaderIrOp(ShaderIrInst.Sync)));
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}
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}
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}
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