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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8e71ea0812
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125 changed files with 9121 additions and 9120 deletions
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@ -5,67 +5,67 @@ namespace Ryujinx.Graphics.Gal
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{
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static class ShaderDumper
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{
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private static string RuntimeDir;
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private static string _runtimeDir;
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public static int DumpIndex { get; private set; } = 1;
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public static void Dump(IGalMemory Memory, long Position, GalShaderType Type, string ExtSuffix = "")
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public static void Dump(IGalMemory memory, long position, GalShaderType type, string extSuffix = "")
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{
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if (!IsDumpEnabled())
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{
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return;
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}
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string FileName = "Shader" + DumpIndex.ToString("d4") + "." + ShaderExtension(Type) + ExtSuffix + ".bin";
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string fileName = "Shader" + DumpIndex.ToString("d4") + "." + ShaderExtension(type) + extSuffix + ".bin";
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string FullPath = Path.Combine(FullDir(), FileName);
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string CodePath = Path.Combine(CodeDir(), FileName);
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string fullPath = Path.Combine(FullDir(), fileName);
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string codePath = Path.Combine(CodeDir(), fileName);
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DumpIndex++;
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using (FileStream FullFile = File.Create(FullPath))
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using (FileStream CodeFile = File.Create(CodePath))
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using (FileStream fullFile = File.Create(fullPath))
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using (FileStream codeFile = File.Create(codePath))
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{
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BinaryWriter FullWriter = new BinaryWriter(FullFile);
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BinaryWriter CodeWriter = new BinaryWriter(CodeFile);
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BinaryWriter fullWriter = new BinaryWriter(fullFile);
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BinaryWriter codeWriter = new BinaryWriter(codeFile);
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for (long i = 0; i < 0x50; i += 4)
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{
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FullWriter.Write(Memory.ReadInt32(Position + i));
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fullWriter.Write(memory.ReadInt32(position + i));
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}
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long Offset = 0;
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long offset = 0;
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ulong Instruction = 0;
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ulong instruction = 0;
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//Dump until a NOP instruction is found
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while ((Instruction >> 48 & 0xfff8) != 0x50b0)
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while ((instruction >> 48 & 0xfff8) != 0x50b0)
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{
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uint Word0 = (uint)Memory.ReadInt32(Position + 0x50 + Offset + 0);
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uint Word1 = (uint)Memory.ReadInt32(Position + 0x50 + Offset + 4);
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uint word0 = (uint)memory.ReadInt32(position + 0x50 + offset + 0);
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uint word1 = (uint)memory.ReadInt32(position + 0x50 + offset + 4);
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Instruction = Word0 | (ulong)Word1 << 32;
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instruction = word0 | (ulong)word1 << 32;
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//Zero instructions (other kind of NOP) stop immediatly,
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//this is to avoid two rows of zeroes
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if (Instruction == 0)
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if (instruction == 0)
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{
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break;
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}
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FullWriter.Write(Instruction);
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CodeWriter.Write(Instruction);
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fullWriter.Write(instruction);
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codeWriter.Write(instruction);
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Offset += 8;
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offset += 8;
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}
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//Align to meet nvdisasm requeriments
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while (Offset % 0x20 != 0)
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while (offset % 0x20 != 0)
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{
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FullWriter.Write(0);
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CodeWriter.Write(0);
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fullWriter.Write(0);
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codeWriter.Write(0);
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Offset += 4;
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offset += 4;
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}
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}
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}
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@ -87,37 +87,37 @@ namespace Ryujinx.Graphics.Gal
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private static string DumpDir()
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{
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if (string.IsNullOrEmpty(RuntimeDir))
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if (string.IsNullOrEmpty(_runtimeDir))
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{
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int Index = 1;
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int index = 1;
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do
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{
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RuntimeDir = Path.Combine(GraphicsConfig.ShadersDumpPath, "Dumps" + Index.ToString("d2"));
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_runtimeDir = Path.Combine(GraphicsConfig.ShadersDumpPath, "Dumps" + index.ToString("d2"));
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Index++;
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index++;
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}
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while (Directory.Exists(RuntimeDir));
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while (Directory.Exists(_runtimeDir));
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Directory.CreateDirectory(RuntimeDir);
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Directory.CreateDirectory(_runtimeDir);
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}
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return RuntimeDir;
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return _runtimeDir;
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}
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private static string CreateAndReturn(string Dir)
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private static string CreateAndReturn(string dir)
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{
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if (!Directory.Exists(Dir))
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if (!Directory.Exists(dir))
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{
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Directory.CreateDirectory(Dir);
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Directory.CreateDirectory(dir);
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}
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return Dir;
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return dir;
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}
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private static string ShaderExtension(GalShaderType Type)
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private static string ShaderExtension(GalShaderType type)
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{
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switch (Type)
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switch (type)
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{
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case GalShaderType.Vertex: return "vert";
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case GalShaderType.TessControl: return "tesc";
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@ -125,7 +125,7 @@ namespace Ryujinx.Graphics.Gal
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case GalShaderType.Geometry: return "geom";
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case GalShaderType.Fragment: return "frag";
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default: throw new ArgumentException(nameof(Type));
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default: throw new ArgumentException(nameof(type));
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}
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}
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}
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