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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@ -2,23 +2,23 @@
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{
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static partial class ShaderDecode
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{
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public static void Out_R(ShaderIrBlock Block, long OpCode, int Position)
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public static void Out_R(ShaderIrBlock block, long opCode, int position)
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{
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//TODO: Those registers have to be used for something
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ShaderIrOperGpr Gpr0 = OpCode.Gpr0();
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ShaderIrOperGpr Gpr8 = OpCode.Gpr8();
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ShaderIrOperGpr Gpr20 = OpCode.Gpr20();
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ShaderIrOperGpr gpr0 = opCode.Gpr0();
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ShaderIrOperGpr gpr8 = opCode.Gpr8();
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ShaderIrOperGpr gpr20 = opCode.Gpr20();
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int Type = OpCode.Read(39, 3);
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int type = opCode.Read(39, 3);
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if ((Type & 1) != 0)
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if ((type & 1) != 0)
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{
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Block.AddNode(OpCode.PredNode(new ShaderIrOp(ShaderIrInst.Emit)));
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block.AddNode(opCode.PredNode(new ShaderIrOp(ShaderIrInst.Emit)));
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}
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if ((Type & 2) != 0)
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if ((type & 2) != 0)
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{
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Block.AddNode(OpCode.PredNode(new ShaderIrOp(ShaderIrInst.Cut)));
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block.AddNode(opCode.PredNode(new ShaderIrOp(ShaderIrInst.Cut)));
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}
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}
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}
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