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
138
Ryujinx.Graphics/Graphics3d/Texture/AstcPixel.cs
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138
Ryujinx.Graphics/Graphics3d/Texture/AstcPixel.cs
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using System;
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using System.Diagnostics;
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namespace Ryujinx.Graphics.Texture
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{
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class AstcPixel
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{
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public short R { get; set; }
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public short G { get; set; }
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public short B { get; set; }
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public short A { get; set; }
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byte[] _bitDepth = new byte[4];
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public AstcPixel(short a, short r, short g, short b)
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{
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A = a;
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R = r;
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G = g;
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B = b;
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for (int i = 0; i < 4; i++)
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_bitDepth[i] = 8;
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}
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public void ClampByte()
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{
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R = Math.Min(Math.Max(R, (short)0), (short)255);
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G = Math.Min(Math.Max(G, (short)0), (short)255);
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B = Math.Min(Math.Max(B, (short)0), (short)255);
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A = Math.Min(Math.Max(A, (short)0), (short)255);
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}
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public short GetComponent(int index)
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{
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switch(index)
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{
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case 0: return A;
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case 1: return R;
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case 2: return G;
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case 3: return B;
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}
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return 0;
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}
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public void SetComponent(int index, int value)
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{
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switch (index)
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{
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case 0:
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A = (short)value;
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break;
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case 1:
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R = (short)value;
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break;
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case 2:
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G = (short)value;
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break;
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case 3:
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B = (short)value;
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break;
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}
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}
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public void ChangeBitDepth(byte[] depth)
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{
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for(int i = 0; i< 4; i++)
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{
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int value = ChangeBitDepth(GetComponent(i), _bitDepth[i], depth[i]);
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SetComponent(i, value);
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_bitDepth[i] = depth[i];
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}
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}
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short ChangeBitDepth(short value, byte oldDepth, byte newDepth)
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{
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Debug.Assert(newDepth <= 8);
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Debug.Assert(oldDepth <= 8);
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if (oldDepth == newDepth)
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{
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// Do nothing
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return value;
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}
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else if (oldDepth == 0 && newDepth != 0)
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{
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return (short)((1 << newDepth) - 1);
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}
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else if (newDepth > oldDepth)
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{
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return (short)BitArrayStream.Replicate(value, oldDepth, newDepth);
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}
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else
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{
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// oldDepth > newDepth
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if (newDepth == 0)
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{
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return 0xFF;
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}
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else
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{
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byte bitsWasted = (byte)(oldDepth - newDepth);
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short tempValue = value;
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tempValue = (short)((tempValue + (1 << (bitsWasted - 1))) >> bitsWasted);
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tempValue = Math.Min(Math.Max((short)0, tempValue), (short)((1 << newDepth) - 1));
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return (byte)(tempValue);
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}
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}
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}
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public int Pack()
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{
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AstcPixel newPixel = new AstcPixel(A, R, G, B);
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byte[] eightBitDepth = { 8, 8, 8, 8 };
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newPixel.ChangeBitDepth(eightBitDepth);
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return (byte)newPixel.A << 24 |
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(byte)newPixel.B << 16 |
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(byte)newPixel.G << 8 |
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(byte)newPixel.R << 0;
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}
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// Adds more precision to the blue channel as described
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// in C.2.14
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public static AstcPixel BlueContract(int a, int r, int g, int b)
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{
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return new AstcPixel((short)(a),
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(short)((r + b) >> 1),
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(short)((g + b) >> 1),
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(short)(b));
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}
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}
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}
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