Misc cleanup (#708)
* Fix typos * Remove unneeded using statements * Enforce var style more * Remove redundant qualifiers * Fix some indentation * Disable naming warnings on files with external enum names * Fix build * Mass find & replace for comments with no spacing * Standardize todo capitalization and for/if spacing
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10c74182ba
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b2b736abc2
205 changed files with 1020 additions and 1041 deletions
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@ -67,8 +67,8 @@ namespace Ryujinx.Graphics.Graphics3d
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_constBuffers[index] = new ConstBuffer[18];
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}
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//Ensure that all components are enabled by default.
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//FIXME: Is this correct?
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// Ensure that all components are enabled by default.
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// FIXME: Is this correct?
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WriteRegister(NvGpuEngine3dReg.ColorMaskN, 0x1111);
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WriteRegister(NvGpuEngine3dReg.FrameBufferSrgb, 1);
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@ -333,12 +333,12 @@ namespace Ryujinx.Graphics.Graphics3d
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if (vpAEnable)
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{
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//Note: The maxwell supports 2 vertex programs, usually
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//only VP B is used, but in some cases VP A is also used.
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//In this case, it seems to function as an extra vertex
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//shader stage.
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//The graphics abstraction layer has a special overload for this
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//case, which should merge the two shaders into one vertex shader.
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// Note: The maxwell supports 2 vertex programs, usually
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// only VP B is used, but in some cases VP A is also used.
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// In this case, it seems to function as an extra vertex
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// shader stage.
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// The graphics abstraction layer has a special overload for this
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// case, which should merge the two shaders into one vertex shader.
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int vpAOffset = ReadRegister(NvGpuEngine3dReg.ShaderNOffset);
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int vpBOffset = ReadRegister(NvGpuEngine3dReg.ShaderNOffset + 0x10);
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@ -360,7 +360,7 @@ namespace Ryujinx.Graphics.Graphics3d
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int control = ReadRegister(NvGpuEngine3dReg.ShaderNControl + index * 0x10);
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int offset = ReadRegister(NvGpuEngine3dReg.ShaderNOffset + index * 0x10);
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//Note: Vertex Program (B) is always enabled.
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// Note: Vertex Program (B) is always enabled.
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bool enable = (control & 1) != 0 || index == 1;
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if (!enable)
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@ -405,7 +405,7 @@ namespace Ryujinx.Graphics.Graphics3d
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GalFrontFace frontFace = (GalFrontFace)ReadRegister(NvGpuEngine3dReg.FrontFace);
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//Flipping breaks facing. Flipping front facing too fixes it
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// Flipping breaks facing. Flipping front facing too fixes it
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if (signX != signY)
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{
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switch (frontFace)
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@ -574,8 +574,8 @@ namespace Ryujinx.Graphics.Graphics3d
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}
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else
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{
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//It seems that even when independent blend is disabled, the first IBlend enable
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//register is still set to indicate whenever blend is enabled or not (?).
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// It seems that even when independent blend is disabled, the first IBlend enable
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// register is still set to indicate whenever blend is enabled or not (?).
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state.Blends[index].Enabled = ReadRegisterBool(NvGpuEngine3dReg.IBlendNEnable);
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if (state.Blends[index].Enabled)
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@ -632,8 +632,8 @@ namespace Ryujinx.Graphics.Graphics3d
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private void SetRenderTargets()
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{
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//Commercial games do not seem to
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//bool SeparateFragData = ReadRegisterBool(NvGpuEngine3dReg.RTSeparateFragData);
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// Commercial games do not seem to
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// bool SeparateFragData = ReadRegisterBool(NvGpuEngine3dReg.RTSeparateFragData);
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uint control = (uint)(ReadRegister(NvGpuEngine3dReg.RtControl));
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@ -711,8 +711,8 @@ namespace Ryujinx.Graphics.Graphics3d
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{
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if (textureHandle == 0)
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{
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//FIXME: Some games like puyo puyo will use handles with the value 0.
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//This is a bug, most likely caused by sync issues.
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// FIXME: Some games like puyo puyo will use handles with the value 0.
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// This is a bug, most likely caused by sync issues.
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return (0, default(GalImage), default(GalTextureSampler));
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}
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@ -751,7 +751,7 @@ namespace Ryujinx.Graphics.Graphics3d
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{
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Profile.End(Profiles.GPU.Engine3d.UploadTexture);
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//FIXME: Shouldn't ignore invalid addresses.
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// FIXME: Shouldn't ignore invalid addresses.
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return (0, default(GalImage), default(GalTextureSampler));
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}
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@ -910,8 +910,8 @@ namespace Ryujinx.Graphics.Graphics3d
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// Check vertex array is enabled to avoid out of bounds exception when reading bytes
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bool enable = (ReadRegister(NvGpuEngine3dReg.VertexArrayNControl + arrayIndex * 4) & 0x1000) != 0;
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//Note: 16 is the maximum size of an attribute,
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//having a component size of 32-bits with 4 elements (a vec4).
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// Note: 16 is the maximum size of an attribute,
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// having a component size of 32-bits with 4 elements (a vec4).
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if (enable)
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{
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byte[] data = vmm.ReadBytes(vbPosition + offset, 16);
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@ -954,7 +954,7 @@ namespace Ryujinx.Graphics.Graphics3d
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if (vbPosition > vbEndPos)
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{
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//Instance is invalid, ignore the draw call
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// Instance is invalid, ignore the draw call
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continue;
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}
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@ -1057,14 +1057,14 @@ namespace Ryujinx.Graphics.Graphics3d
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long iboKey = vmm.GetPhysicalAddress(indexPosition);
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//Quad primitive types were deprecated on OpenGL 3.x,
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//they are converted to a triangles index buffer on IB creation,
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//so we should use the triangles type here too.
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// Quad primitive types were deprecated on OpenGL 3.x,
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// they are converted to a triangles index buffer on IB creation,
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// so we should use the triangles type here too.
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if (primType == GalPrimitiveType.Quads || primType == GalPrimitiveType.QuadStrip)
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{
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//Note: We assume that index first points to the first
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//vertex of a quad, if it points to the middle of a
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//quad (First % 4 != 0 for Quads) then it will not work properly.
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// Note: We assume that index first points to the first
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// vertex of a quad, if it points to the middle of a
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// quad (First % 4 != 0 for Quads) then it will not work properly.
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if (primType == GalPrimitiveType.Quads)
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{
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indexFirst = QuadHelper.ConvertSizeQuadsToTris(indexFirst);
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@ -1084,14 +1084,14 @@ namespace Ryujinx.Graphics.Graphics3d
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int vertexFirst = ReadRegister(NvGpuEngine3dReg.VertexArrayFirst);
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int vertexCount = ReadRegister(NvGpuEngine3dReg.VertexArrayCount);
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//Quad primitive types were deprecated on OpenGL 3.x,
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//they are converted to a triangles index buffer on IB creation,
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//so we should use the triangles type here too.
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// Quad primitive types were deprecated on OpenGL 3.x,
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// they are converted to a triangles index buffer on IB creation,
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// so we should use the triangles type here too.
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if (primType == GalPrimitiveType.Quads || primType == GalPrimitiveType.QuadStrip)
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{
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//Note: We assume that index first points to the first
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//vertex of a quad, if it points to the middle of a
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//quad (First % 4 != 0 for Quads) then it will not work properly.
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// Note: We assume that index first points to the first
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// vertex of a quad, if it points to the middle of a
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// quad (First % 4 != 0 for Quads) then it will not work properly.
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if (primType == GalPrimitiveType.Quads)
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{
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vertexFirst = QuadHelper.ConvertSizeQuadsToTris(vertexFirst);
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@ -1111,7 +1111,7 @@ namespace Ryujinx.Graphics.Graphics3d
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// Reset pipeline for host OpenGL calls
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_gpu.Renderer.Pipeline.Unbind(state);
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//Is the GPU really clearing those registers after draw?
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// Is the GPU really clearing those registers after draw?
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WriteRegister(NvGpuEngine3dReg.IndexBatchFirst, 0);
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WriteRegister(NvGpuEngine3dReg.IndexBatchCount, 0);
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}
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@ -1140,7 +1140,7 @@ namespace Ryujinx.Graphics.Graphics3d
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case QueryMode.WriteCounterAndTimestamp:
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{
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//TODO: Implement counters.
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// TODO: Implement counters.
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long counter = 1;
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long timestamp = PerformanceCounter.ElapsedMilliseconds;
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