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

@ -5,64 +5,64 @@ namespace Ryujinx.Graphics.Vic
{
class StructUnpacker
{
private NvGpuVmm Vmm;
private NvGpuVmm _vmm;
private long Position;
private long _position;
private ulong Buffer;
private int BuffPos;
private ulong _buffer;
private int _buffPos;
public StructUnpacker(NvGpuVmm Vmm, long Position)
public StructUnpacker(NvGpuVmm vmm, long position)
{
this.Vmm = Vmm;
this.Position = Position;
_vmm = vmm;
_position = position;
BuffPos = 64;
_buffPos = 64;
}
public int Read(int Bits)
public int Read(int bits)
{
if ((uint)Bits > 32)
if ((uint)bits > 32)
{
throw new ArgumentOutOfRangeException(nameof(Bits));
throw new ArgumentOutOfRangeException(nameof(bits));
}
int Value = 0;
int value = 0;
while (Bits > 0)
while (bits > 0)
{
RefillBufferIfNeeded();
int ReadBits = Bits;
int readBits = bits;
int MaxReadBits = 64 - BuffPos;
int maxReadBits = 64 - _buffPos;
if (ReadBits > MaxReadBits)
if (readBits > maxReadBits)
{
ReadBits = MaxReadBits;
readBits = maxReadBits;
}
Value <<= ReadBits;
value <<= readBits;
Value |= (int)(Buffer >> BuffPos) & (int)(0xffffffff >> (32 - ReadBits));
value |= (int)(_buffer >> _buffPos) & (int)(0xffffffff >> (32 - readBits));
BuffPos += ReadBits;
_buffPos += readBits;
Bits -= ReadBits;
bits -= readBits;
}
return Value;
return value;
}
private void RefillBufferIfNeeded()
{
if (BuffPos >= 64)
if (_buffPos >= 64)
{
Buffer = Vmm.ReadUInt64(Position);
_buffer = _vmm.ReadUInt64(_position);
Position += 8;
_position += 8;
BuffPos = 0;
_buffPos = 0;
}
}
}