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

@ -1,8 +1,6 @@
using Ryujinx.Common.Logging;
using Ryujinx.Graphics.Gal;
using Ryujinx.Graphics.Memory;
using Ryujinx.Graphics.Texture;
using System;
using System.Collections.Generic;
namespace Ryujinx.Graphics
@ -18,124 +16,124 @@ namespace Ryujinx.Graphics
ZetaBuffer
}
private NvGpu Gpu;
private NvGpu _gpu;
private HashSet<long>[] UploadedKeys;
private HashSet<long>[] _uploadedKeys;
private Dictionary<long, ImageType> ImageTypes;
private Dictionary<long, int> MirroredTextures;
private Dictionary<long, ImageType> _imageTypes;
private Dictionary<long, int> _mirroredTextures;
public GpuResourceManager(NvGpu Gpu)
public GpuResourceManager(NvGpu gpu)
{
this.Gpu = Gpu;
_gpu = gpu;
UploadedKeys = new HashSet<long>[(int)NvGpuBufferType.Count];
_uploadedKeys = new HashSet<long>[(int)NvGpuBufferType.Count];
for (int Index = 0; Index < UploadedKeys.Length; Index++)
for (int index = 0; index < _uploadedKeys.Length; index++)
{
UploadedKeys[Index] = new HashSet<long>();
_uploadedKeys[index] = new HashSet<long>();
}
ImageTypes = new Dictionary<long, ImageType>();
MirroredTextures = new Dictionary<long, int>();
_imageTypes = new Dictionary<long, ImageType>();
_mirroredTextures = new Dictionary<long, int>();
}
public void SendColorBuffer(NvGpuVmm Vmm, long Position, int Attachment, GalImage NewImage)
public void SendColorBuffer(NvGpuVmm vmm, long position, int attachment, GalImage newImage)
{
long Size = (uint)ImageUtils.GetSize(NewImage);
long size = (uint)ImageUtils.GetSize(newImage);
ImageTypes[Position] = ImageType.ColorBuffer;
_imageTypes[position] = ImageType.ColorBuffer;
if (!TryReuse(Vmm, Position, NewImage))
if (!TryReuse(vmm, position, newImage))
{
Gpu.Renderer.Texture.Create(Position, (int)Size, NewImage);
_gpu.Renderer.Texture.Create(position, (int)size, newImage);
}
Gpu.Renderer.RenderTarget.BindColor(Position, Attachment);
_gpu.Renderer.RenderTarget.BindColor(position, attachment);
}
public void SendZetaBuffer(NvGpuVmm Vmm, long Position, GalImage NewImage)
public void SendZetaBuffer(NvGpuVmm vmm, long position, GalImage newImage)
{
long Size = (uint)ImageUtils.GetSize(NewImage);
long size = (uint)ImageUtils.GetSize(newImage);
ImageTypes[Position] = ImageType.ZetaBuffer;
_imageTypes[position] = ImageType.ZetaBuffer;
if (!TryReuse(Vmm, Position, NewImage))
if (!TryReuse(vmm, position, newImage))
{
Gpu.Renderer.Texture.Create(Position, (int)Size, NewImage);
_gpu.Renderer.Texture.Create(position, (int)size, newImage);
}
Gpu.Renderer.RenderTarget.BindZeta(Position);
_gpu.Renderer.RenderTarget.BindZeta(position);
}
public void SendTexture(NvGpuVmm Vmm, long Position, GalImage NewImage)
public void SendTexture(NvGpuVmm vmm, long position, GalImage newImage)
{
PrepareSendTexture(Vmm, Position, NewImage);
PrepareSendTexture(vmm, position, newImage);
ImageTypes[Position] = ImageType.Texture;
_imageTypes[position] = ImageType.Texture;
}
public bool TryGetTextureLayer(long Position, out int LayerIndex)
public bool TryGetTextureLayer(long position, out int layerIndex)
{
if (MirroredTextures.TryGetValue(Position, out LayerIndex))
if (_mirroredTextures.TryGetValue(position, out layerIndex))
{
ImageType Type = ImageTypes[Position];
ImageType type = _imageTypes[position];
// FIXME(thog): I'm actually unsure if we should deny all other image type, gpu testing needs to be done here.
if (Type != ImageType.Texture && Type != ImageType.TextureArrayLayer)
if (type != ImageType.Texture && type != ImageType.TextureArrayLayer)
{
LayerIndex = -1;
layerIndex = -1;
return false;
}
return true;
}
LayerIndex = -1;
layerIndex = -1;
return false;
}
public void SetTextureArrayLayer(long Position, int LayerIndex)
public void SetTextureArrayLayer(long position, int layerIndex)
{
ImageTypes[Position] = ImageType.TextureArrayLayer;
MirroredTextures[Position] = LayerIndex;
_imageTypes[position] = ImageType.TextureArrayLayer;
_mirroredTextures[position] = layerIndex;
}
private void PrepareSendTexture(NvGpuVmm Vmm, long Position, GalImage NewImage)
private void PrepareSendTexture(NvGpuVmm vmm, long position, GalImage newImage)
{
long Size = ImageUtils.GetSize(NewImage);
long size = ImageUtils.GetSize(newImage);
bool SkipCheck = false;
bool skipCheck = false;
if (ImageTypes.TryGetValue(Position, out ImageType OldType))
if (_imageTypes.TryGetValue(position, out ImageType oldType))
{
if (OldType == ImageType.ColorBuffer || OldType == ImageType.ZetaBuffer)
if (oldType == ImageType.ColorBuffer || oldType == ImageType.ZetaBuffer)
{
//Avoid data destruction
MemoryRegionModified(Vmm, Position, Size, NvGpuBufferType.Texture);
MemoryRegionModified(vmm, position, size, NvGpuBufferType.Texture);
SkipCheck = true;
skipCheck = true;
}
}
if (SkipCheck || !MemoryRegionModified(Vmm, Position, Size, NvGpuBufferType.Texture))
if (skipCheck || !MemoryRegionModified(vmm, position, size, NvGpuBufferType.Texture))
{
if (TryReuse(Vmm, Position, NewImage))
if (TryReuse(vmm, position, newImage))
{
return;
}
}
byte[] Data = ImageUtils.ReadTexture(Vmm, NewImage, Position);
byte[] data = ImageUtils.ReadTexture(vmm, newImage, position);
Gpu.Renderer.Texture.Create(Position, Data, NewImage);
_gpu.Renderer.Texture.Create(position, data, newImage);
}
private bool TryReuse(NvGpuVmm Vmm, long Position, GalImage NewImage)
private bool TryReuse(NvGpuVmm vmm, long position, GalImage newImage)
{
if (Gpu.Renderer.Texture.TryGetImage(Position, out GalImage CachedImage) && CachedImage.TextureTarget == NewImage.TextureTarget && CachedImage.SizeMatches(NewImage))
if (_gpu.Renderer.Texture.TryGetImage(position, out GalImage cachedImage) && cachedImage.TextureTarget == newImage.TextureTarget && cachedImage.SizeMatches(newImage))
{
Gpu.Renderer.RenderTarget.Reinterpret(Position, NewImage);
_gpu.Renderer.RenderTarget.Reinterpret(position, newImage);
return true;
}
@ -143,29 +141,29 @@ namespace Ryujinx.Graphics
return false;
}
public bool MemoryRegionModified(NvGpuVmm Vmm, long Position, long Size, NvGpuBufferType Type)
public bool MemoryRegionModified(NvGpuVmm vmm, long position, long size, NvGpuBufferType type)
{
HashSet<long> Uploaded = UploadedKeys[(int)Type];
HashSet<long> uploaded = _uploadedKeys[(int)type];
if (!Uploaded.Add(Position))
if (!uploaded.Add(position))
{
return false;
}
return Vmm.IsRegionModified(Position, Size, Type);
return vmm.IsRegionModified(position, size, type);
}
public void ClearPbCache()
{
for (int Index = 0; Index < UploadedKeys.Length; Index++)
for (int index = 0; index < _uploadedKeys.Length; index++)
{
UploadedKeys[Index].Clear();
_uploadedKeys[index].Clear();
}
}
public void ClearPbCache(NvGpuBufferType Type)
public void ClearPbCache(NvGpuBufferType type)
{
UploadedKeys[(int)Type].Clear();
_uploadedKeys[(int)type].Clear();
}
}
}