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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205 changed files with 1020 additions and 1041 deletions
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@ -28,7 +28,7 @@ namespace Ryujinx.Graphics.Shader.Translation
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if (addressB != 0)
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{
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//Dual vertex shader.
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// Dual vertex shader.
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Operation[] shaderOpsB = DecodeShader(memory, addressB, config.Type);
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shaderOps = Combine(shaderOps, shaderOpsB);
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@ -86,10 +86,10 @@ namespace Ryujinx.Graphics.Shader.Translation
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if (op is OpCodeSync opSync)
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{
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//If the instruction is a SYNC instruction with only one
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//possible target address, then the instruction is basically
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//just a simple branch, we can generate code similar to branch
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//instructions, with the condition check on the branch itself.
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// If the instruction is a SYNC instruction with only one
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// possible target address, then the instruction is basically
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// just a simple branch, we can generate code similar to branch
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// instructions, with the condition check on the branch itself.
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skipPredicateCheck |= opSync.Targets.Count < 2;
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}
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@ -136,15 +136,15 @@ namespace Ryujinx.Graphics.Shader.Translation
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private static Operation[] Combine(Operation[] a, Operation[] b)
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{
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//Here we combine two shaders.
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//For shader A:
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//- All user attribute stores on shader A are turned into copies to a
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//temporary variable. It's assumed that shader B will consume them.
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//- All return instructions are turned into branch instructions, the
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//branch target being the start of the shader B code.
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//For shader B:
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//- All user attribute loads on shader B are turned into copies from a
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//temporary variable, as long that attribute is written by shader A.
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// Here we combine two shaders.
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// For shader A:
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// - All user attribute stores on shader A are turned into copies to a
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// temporary variable. It's assumed that shader B will consume them.
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// - All return instructions are turned into branch instructions, the
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// branch target being the start of the shader B code.
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// For shader B:
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// - All user attribute loads on shader B are turned into copies from a
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// temporary variable, as long that attribute is written by shader A.
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List<Operation> output = new List<Operation>(a.Length + b.Length);
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Operand[] temps = new Operand[AttributeConsts.UserAttributesCount * 4];
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