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

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