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:
parent
8e71ea0812
commit
1f554c1093
125 changed files with 9121 additions and 9120 deletions
|
@ -11,9 +11,9 @@ namespace Ryujinx.Graphics.Gal.Shader
|
|||
|
||||
public bool Enabled => Red || Green || Blue || Alpha;
|
||||
|
||||
public bool ComponentEnabled(int Component)
|
||||
public bool ComponentEnabled(int component)
|
||||
{
|
||||
switch (Component)
|
||||
switch (component)
|
||||
{
|
||||
case 0: return Red;
|
||||
case 1: return Green;
|
||||
|
@ -21,7 +21,7 @@ namespace Ryujinx.Graphics.Gal.Shader
|
|||
case 3: return Alpha;
|
||||
}
|
||||
|
||||
throw new ArgumentException(nameof(Component));
|
||||
throw new ArgumentException(nameof(component));
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -59,88 +59,88 @@ namespace Ryujinx.Graphics.Gal.Shader
|
|||
public bool OmapSampleMask { get; private set; }
|
||||
public bool OmapDepth { get; private set; }
|
||||
|
||||
public ShaderHeader(IGalMemory Memory, long Position)
|
||||
public ShaderHeader(IGalMemory memory, long position)
|
||||
{
|
||||
uint CommonWord0 = (uint)Memory.ReadInt32(Position + 0);
|
||||
uint CommonWord1 = (uint)Memory.ReadInt32(Position + 4);
|
||||
uint CommonWord2 = (uint)Memory.ReadInt32(Position + 8);
|
||||
uint CommonWord3 = (uint)Memory.ReadInt32(Position + 12);
|
||||
uint CommonWord4 = (uint)Memory.ReadInt32(Position + 16);
|
||||
uint commonWord0 = (uint)memory.ReadInt32(position + 0);
|
||||
uint commonWord1 = (uint)memory.ReadInt32(position + 4);
|
||||
uint commonWord2 = (uint)memory.ReadInt32(position + 8);
|
||||
uint commonWord3 = (uint)memory.ReadInt32(position + 12);
|
||||
uint commonWord4 = (uint)memory.ReadInt32(position + 16);
|
||||
|
||||
SphType = ReadBits(CommonWord0, 0, 5);
|
||||
Version = ReadBits(CommonWord0, 5, 5);
|
||||
ShaderType = ReadBits(CommonWord0, 10, 4);
|
||||
MrtEnable = ReadBits(CommonWord0, 14, 1) != 0;
|
||||
KillsPixels = ReadBits(CommonWord0, 15, 1) != 0;
|
||||
DoesGlobalStore = ReadBits(CommonWord0, 16, 1) != 0;
|
||||
SassVersion = ReadBits(CommonWord0, 17, 4);
|
||||
DoesLoadOrStore = ReadBits(CommonWord0, 26, 1) != 0;
|
||||
DoesFp64 = ReadBits(CommonWord0, 27, 1) != 0;
|
||||
StreamOutMask = ReadBits(CommonWord0, 28, 4);
|
||||
SphType = ReadBits(commonWord0, 0, 5);
|
||||
Version = ReadBits(commonWord0, 5, 5);
|
||||
ShaderType = ReadBits(commonWord0, 10, 4);
|
||||
MrtEnable = ReadBits(commonWord0, 14, 1) != 0;
|
||||
KillsPixels = ReadBits(commonWord0, 15, 1) != 0;
|
||||
DoesGlobalStore = ReadBits(commonWord0, 16, 1) != 0;
|
||||
SassVersion = ReadBits(commonWord0, 17, 4);
|
||||
DoesLoadOrStore = ReadBits(commonWord0, 26, 1) != 0;
|
||||
DoesFp64 = ReadBits(commonWord0, 27, 1) != 0;
|
||||
StreamOutMask = ReadBits(commonWord0, 28, 4);
|
||||
|
||||
ShaderLocalMemoryLowSize = ReadBits(CommonWord1, 0, 24);
|
||||
PerPatchAttributeCount = ReadBits(CommonWord1, 24, 8);
|
||||
ShaderLocalMemoryLowSize = ReadBits(commonWord1, 0, 24);
|
||||
PerPatchAttributeCount = ReadBits(commonWord1, 24, 8);
|
||||
|
||||
ShaderLocalMemoryHighSize = ReadBits(CommonWord2, 0, 24);
|
||||
ThreadsPerInputPrimitive = ReadBits(CommonWord2, 24, 8);
|
||||
ShaderLocalMemoryHighSize = ReadBits(commonWord2, 0, 24);
|
||||
ThreadsPerInputPrimitive = ReadBits(commonWord2, 24, 8);
|
||||
|
||||
ShaderLocalMemoryCrsSize = ReadBits(CommonWord3, 0, 24);
|
||||
OutputTopology = ReadBits(CommonWord3, 24, 4);
|
||||
ShaderLocalMemoryCrsSize = ReadBits(commonWord3, 0, 24);
|
||||
OutputTopology = ReadBits(commonWord3, 24, 4);
|
||||
|
||||
MaxOutputVertexCount = ReadBits(CommonWord4, 0, 12);
|
||||
StoreReqStart = ReadBits(CommonWord4, 12, 8);
|
||||
StoreReqEnd = ReadBits(CommonWord4, 24, 8);
|
||||
MaxOutputVertexCount = ReadBits(commonWord4, 0, 12);
|
||||
StoreReqStart = ReadBits(commonWord4, 12, 8);
|
||||
StoreReqEnd = ReadBits(commonWord4, 24, 8);
|
||||
|
||||
//Type 2 (fragment?) reading
|
||||
uint Type2OmapTarget = (uint)Memory.ReadInt32(Position + 72);
|
||||
uint Type2Omap = (uint)Memory.ReadInt32(Position + 76);
|
||||
uint type2OmapTarget = (uint)memory.ReadInt32(position + 72);
|
||||
uint type2Omap = (uint)memory.ReadInt32(position + 76);
|
||||
|
||||
OmapTargets = new OmapTarget[8];
|
||||
|
||||
for (int i = 0; i < OmapTargets.Length; i++)
|
||||
{
|
||||
int Offset = i * 4;
|
||||
int offset = i * 4;
|
||||
|
||||
OmapTargets[i] = new OmapTarget
|
||||
{
|
||||
Red = ReadBits(Type2OmapTarget, Offset + 0, 1) != 0,
|
||||
Green = ReadBits(Type2OmapTarget, Offset + 1, 1) != 0,
|
||||
Blue = ReadBits(Type2OmapTarget, Offset + 2, 1) != 0,
|
||||
Alpha = ReadBits(Type2OmapTarget, Offset + 3, 1) != 0
|
||||
Red = ReadBits(type2OmapTarget, offset + 0, 1) != 0,
|
||||
Green = ReadBits(type2OmapTarget, offset + 1, 1) != 0,
|
||||
Blue = ReadBits(type2OmapTarget, offset + 2, 1) != 0,
|
||||
Alpha = ReadBits(type2OmapTarget, offset + 3, 1) != 0
|
||||
};
|
||||
}
|
||||
|
||||
OmapSampleMask = ReadBits(Type2Omap, 0, 1) != 0;
|
||||
OmapDepth = ReadBits(Type2Omap, 1, 1) != 0;
|
||||
OmapSampleMask = ReadBits(type2Omap, 0, 1) != 0;
|
||||
OmapDepth = ReadBits(type2Omap, 1, 1) != 0;
|
||||
}
|
||||
|
||||
public int DepthRegister
|
||||
{
|
||||
get
|
||||
{
|
||||
int Count = 0;
|
||||
int count = 0;
|
||||
|
||||
for (int Index = 0; Index < OmapTargets.Length; Index++)
|
||||
for (int index = 0; index < OmapTargets.Length; index++)
|
||||
{
|
||||
for (int Component = 0; Component < 4; Component++)
|
||||
for (int component = 0; component < 4; component++)
|
||||
{
|
||||
if (OmapTargets[Index].ComponentEnabled(Component))
|
||||
if (OmapTargets[index].ComponentEnabled(component))
|
||||
{
|
||||
Count++;
|
||||
count++;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Depth register is always two registers after the last color output
|
||||
return Count + 1;
|
||||
return count + 1;
|
||||
}
|
||||
}
|
||||
|
||||
private static int ReadBits(uint Word, int Offset, int BitWidth)
|
||||
private static int ReadBits(uint word, int offset, int bitWidth)
|
||||
{
|
||||
uint Mask = (1u << BitWidth) - 1u;
|
||||
uint mask = (1u << bitWidth) - 1u;
|
||||
|
||||
return (int)((Word >> Offset) & Mask);
|
||||
return (int)((word >> offset) & mask);
|
||||
}
|
||||
}
|
||||
}
|
Loading…
Add table
Add a link
Reference in a new issue