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
This commit is contained in:
Alex Barney 2019-07-01 21:39:22 -05:00 committed by Ac_K
parent 10c74182ba
commit b2b736abc2
205 changed files with 1020 additions and 1041 deletions

View file

@ -67,8 +67,8 @@ namespace Ryujinx.Graphics.Graphics3d
_constBuffers[index] = new ConstBuffer[18];
}
//Ensure that all components are enabled by default.
//FIXME: Is this correct?
// Ensure that all components are enabled by default.
// FIXME: Is this correct?
WriteRegister(NvGpuEngine3dReg.ColorMaskN, 0x1111);
WriteRegister(NvGpuEngine3dReg.FrameBufferSrgb, 1);
@ -333,12 +333,12 @@ namespace Ryujinx.Graphics.Graphics3d
if (vpAEnable)
{
//Note: The maxwell supports 2 vertex programs, usually
//only VP B is used, but in some cases VP A is also used.
//In this case, it seems to function as an extra vertex
//shader stage.
//The graphics abstraction layer has a special overload for this
//case, which should merge the two shaders into one vertex shader.
// Note: The maxwell supports 2 vertex programs, usually
// only VP B is used, but in some cases VP A is also used.
// In this case, it seems to function as an extra vertex
// shader stage.
// The graphics abstraction layer has a special overload for this
// case, which should merge the two shaders into one vertex shader.
int vpAOffset = ReadRegister(NvGpuEngine3dReg.ShaderNOffset);
int vpBOffset = ReadRegister(NvGpuEngine3dReg.ShaderNOffset + 0x10);
@ -360,7 +360,7 @@ namespace Ryujinx.Graphics.Graphics3d
int control = ReadRegister(NvGpuEngine3dReg.ShaderNControl + index * 0x10);
int offset = ReadRegister(NvGpuEngine3dReg.ShaderNOffset + index * 0x10);
//Note: Vertex Program (B) is always enabled.
// Note: Vertex Program (B) is always enabled.
bool enable = (control & 1) != 0 || index == 1;
if (!enable)
@ -405,7 +405,7 @@ namespace Ryujinx.Graphics.Graphics3d
GalFrontFace frontFace = (GalFrontFace)ReadRegister(NvGpuEngine3dReg.FrontFace);
//Flipping breaks facing. Flipping front facing too fixes it
// Flipping breaks facing. Flipping front facing too fixes it
if (signX != signY)
{
switch (frontFace)
@ -574,8 +574,8 @@ namespace Ryujinx.Graphics.Graphics3d
}
else
{
//It seems that even when independent blend is disabled, the first IBlend enable
//register is still set to indicate whenever blend is enabled or not (?).
// It seems that even when independent blend is disabled, the first IBlend enable
// register is still set to indicate whenever blend is enabled or not (?).
state.Blends[index].Enabled = ReadRegisterBool(NvGpuEngine3dReg.IBlendNEnable);
if (state.Blends[index].Enabled)
@ -632,8 +632,8 @@ namespace Ryujinx.Graphics.Graphics3d
private void SetRenderTargets()
{
//Commercial games do not seem to
//bool SeparateFragData = ReadRegisterBool(NvGpuEngine3dReg.RTSeparateFragData);
// Commercial games do not seem to
// bool SeparateFragData = ReadRegisterBool(NvGpuEngine3dReg.RTSeparateFragData);
uint control = (uint)(ReadRegister(NvGpuEngine3dReg.RtControl));
@ -711,8 +711,8 @@ namespace Ryujinx.Graphics.Graphics3d
{
if (textureHandle == 0)
{
//FIXME: Some games like puyo puyo will use handles with the value 0.
//This is a bug, most likely caused by sync issues.
// FIXME: Some games like puyo puyo will use handles with the value 0.
// This is a bug, most likely caused by sync issues.
return (0, default(GalImage), default(GalTextureSampler));
}
@ -751,7 +751,7 @@ namespace Ryujinx.Graphics.Graphics3d
{
Profile.End(Profiles.GPU.Engine3d.UploadTexture);
//FIXME: Shouldn't ignore invalid addresses.
// FIXME: Shouldn't ignore invalid addresses.
return (0, default(GalImage), default(GalTextureSampler));
}
@ -910,8 +910,8 @@ namespace Ryujinx.Graphics.Graphics3d
// Check vertex array is enabled to avoid out of bounds exception when reading bytes
bool enable = (ReadRegister(NvGpuEngine3dReg.VertexArrayNControl + arrayIndex * 4) & 0x1000) != 0;
//Note: 16 is the maximum size of an attribute,
//having a component size of 32-bits with 4 elements (a vec4).
// Note: 16 is the maximum size of an attribute,
// having a component size of 32-bits with 4 elements (a vec4).
if (enable)
{
byte[] data = vmm.ReadBytes(vbPosition + offset, 16);
@ -954,7 +954,7 @@ namespace Ryujinx.Graphics.Graphics3d
if (vbPosition > vbEndPos)
{
//Instance is invalid, ignore the draw call
// Instance is invalid, ignore the draw call
continue;
}
@ -1057,14 +1057,14 @@ namespace Ryujinx.Graphics.Graphics3d
long iboKey = vmm.GetPhysicalAddress(indexPosition);
//Quad primitive types were deprecated on OpenGL 3.x,
//they are converted to a triangles index buffer on IB creation,
//so we should use the triangles type here too.
// Quad primitive types were deprecated on OpenGL 3.x,
// they are converted to a triangles index buffer on IB creation,
// so we should use the triangles type here too.
if (primType == GalPrimitiveType.Quads || primType == GalPrimitiveType.QuadStrip)
{
//Note: We assume that index first points to the first
//vertex of a quad, if it points to the middle of a
//quad (First % 4 != 0 for Quads) then it will not work properly.
// Note: We assume that index first points to the first
// vertex of a quad, if it points to the middle of a
// quad (First % 4 != 0 for Quads) then it will not work properly.
if (primType == GalPrimitiveType.Quads)
{
indexFirst = QuadHelper.ConvertSizeQuadsToTris(indexFirst);
@ -1084,14 +1084,14 @@ namespace Ryujinx.Graphics.Graphics3d
int vertexFirst = ReadRegister(NvGpuEngine3dReg.VertexArrayFirst);
int vertexCount = ReadRegister(NvGpuEngine3dReg.VertexArrayCount);
//Quad primitive types were deprecated on OpenGL 3.x,
//they are converted to a triangles index buffer on IB creation,
//so we should use the triangles type here too.
// Quad primitive types were deprecated on OpenGL 3.x,
// they are converted to a triangles index buffer on IB creation,
// so we should use the triangles type here too.
if (primType == GalPrimitiveType.Quads || primType == GalPrimitiveType.QuadStrip)
{
//Note: We assume that index first points to the first
//vertex of a quad, if it points to the middle of a
//quad (First % 4 != 0 for Quads) then it will not work properly.
// Note: We assume that index first points to the first
// vertex of a quad, if it points to the middle of a
// quad (First % 4 != 0 for Quads) then it will not work properly.
if (primType == GalPrimitiveType.Quads)
{
vertexFirst = QuadHelper.ConvertSizeQuadsToTris(vertexFirst);
@ -1111,7 +1111,7 @@ namespace Ryujinx.Graphics.Graphics3d
// Reset pipeline for host OpenGL calls
_gpu.Renderer.Pipeline.Unbind(state);
//Is the GPU really clearing those registers after draw?
// Is the GPU really clearing those registers after draw?
WriteRegister(NvGpuEngine3dReg.IndexBatchFirst, 0);
WriteRegister(NvGpuEngine3dReg.IndexBatchCount, 0);
}
@ -1140,7 +1140,7 @@ namespace Ryujinx.Graphics.Graphics3d
case QueryMode.WriteCounterAndTimestamp:
{
//TODO: Implement counters.
// TODO: Implement counters.
long counter = 1;
long timestamp = PerformanceCounter.ElapsedMilliseconds;