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

@ -5,74 +5,74 @@ namespace Ryujinx.Graphics.Gal.Shader
private static readonly ShaderIrOperImmf ImmfZero = new ShaderIrOperImmf(0);
private static readonly ShaderIrOperImmf ImmfOne = new ShaderIrOperImmf(1);
public static ShaderIrNode GetAluFabsFneg(ShaderIrNode Node, bool Abs, bool Neg)
public static ShaderIrNode GetAluFabsFneg(ShaderIrNode node, bool abs, bool neg)
{
return GetAluFneg(GetAluFabs(Node, Abs), Neg);
return GetAluFneg(GetAluFabs(node, abs), neg);
}
public static ShaderIrNode GetAluFabs(ShaderIrNode Node, bool Abs)
public static ShaderIrNode GetAluFabs(ShaderIrNode node, bool abs)
{
return Abs ? new ShaderIrOp(ShaderIrInst.Fabs, Node) : Node;
return abs ? new ShaderIrOp(ShaderIrInst.Fabs, node) : node;
}
public static ShaderIrNode GetAluFneg(ShaderIrNode Node, bool Neg)
public static ShaderIrNode GetAluFneg(ShaderIrNode node, bool neg)
{
return Neg ? new ShaderIrOp(ShaderIrInst.Fneg, Node) : Node;
return neg ? new ShaderIrOp(ShaderIrInst.Fneg, node) : node;
}
public static ShaderIrNode GetAluFsat(ShaderIrNode Node, bool Sat)
public static ShaderIrNode GetAluFsat(ShaderIrNode node, bool sat)
{
return Sat ? new ShaderIrOp(ShaderIrInst.Fclamp, Node, ImmfZero, ImmfOne) : Node;
return sat ? new ShaderIrOp(ShaderIrInst.Fclamp, node, ImmfZero, ImmfOne) : node;
}
public static ShaderIrNode GetAluIabsIneg(ShaderIrNode Node, bool Abs, bool Neg)
public static ShaderIrNode GetAluIabsIneg(ShaderIrNode node, bool abs, bool neg)
{
return GetAluIneg(GetAluIabs(Node, Abs), Neg);
return GetAluIneg(GetAluIabs(node, abs), neg);
}
public static ShaderIrNode GetAluIabs(ShaderIrNode Node, bool Abs)
public static ShaderIrNode GetAluIabs(ShaderIrNode node, bool abs)
{
return Abs ? new ShaderIrOp(ShaderIrInst.Abs, Node) : Node;
return abs ? new ShaderIrOp(ShaderIrInst.Abs, node) : node;
}
public static ShaderIrNode GetAluIneg(ShaderIrNode Node, bool Neg)
public static ShaderIrNode GetAluIneg(ShaderIrNode node, bool neg)
{
return Neg ? new ShaderIrOp(ShaderIrInst.Neg, Node) : Node;
return neg ? new ShaderIrOp(ShaderIrInst.Neg, node) : node;
}
public static ShaderIrNode GetAluNot(ShaderIrNode Node, bool Not)
public static ShaderIrNode GetAluNot(ShaderIrNode node, bool not)
{
return Not ? new ShaderIrOp(ShaderIrInst.Not, Node) : Node;
return not ? new ShaderIrOp(ShaderIrInst.Not, node) : node;
}
public static ShaderIrNode ExtendTo32(ShaderIrNode Node, bool Signed, int Size)
public static ShaderIrNode ExtendTo32(ShaderIrNode node, bool signed, int size)
{
int Shift = 32 - Size;
int shift = 32 - size;
ShaderIrInst RightShift = Signed
ShaderIrInst rightShift = signed
? ShaderIrInst.Asr
: ShaderIrInst.Lsr;
Node = new ShaderIrOp(ShaderIrInst.Lsl, Node, new ShaderIrOperImm(Shift));
Node = new ShaderIrOp(RightShift, Node, new ShaderIrOperImm(Shift));
node = new ShaderIrOp(ShaderIrInst.Lsl, node, new ShaderIrOperImm(shift));
node = new ShaderIrOp(rightShift, node, new ShaderIrOperImm(shift));
return Node;
return node;
}
public static ShaderIrNode ExtendTo32(ShaderIrNode Node, bool Signed, ShaderIrNode Size)
public static ShaderIrNode ExtendTo32(ShaderIrNode node, bool signed, ShaderIrNode size)
{
ShaderIrOperImm WordSize = new ShaderIrOperImm(32);
ShaderIrOperImm wordSize = new ShaderIrOperImm(32);
ShaderIrOp Shift = new ShaderIrOp(ShaderIrInst.Sub, WordSize, Size);
ShaderIrOp shift = new ShaderIrOp(ShaderIrInst.Sub, wordSize, size);
ShaderIrInst RightShift = Signed
ShaderIrInst rightShift = signed
? ShaderIrInst.Asr
: ShaderIrInst.Lsr;
Node = new ShaderIrOp(ShaderIrInst.Lsl, Node, Shift);
Node = new ShaderIrOp(RightShift, Node, Shift);
node = new ShaderIrOp(ShaderIrInst.Lsl, node, shift);
node = new ShaderIrOp(rightShift, node, shift);
return Node;
return node;
}
}
}