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
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125 changed files with 9121 additions and 9120 deletions
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@ -5,74 +5,74 @@ namespace Ryujinx.Graphics.Gal.Shader
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private static readonly ShaderIrOperImmf ImmfZero = new ShaderIrOperImmf(0);
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private static readonly ShaderIrOperImmf ImmfOne = new ShaderIrOperImmf(1);
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public static ShaderIrNode GetAluFabsFneg(ShaderIrNode Node, bool Abs, bool Neg)
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public static ShaderIrNode GetAluFabsFneg(ShaderIrNode node, bool abs, bool neg)
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{
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return GetAluFneg(GetAluFabs(Node, Abs), Neg);
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return GetAluFneg(GetAluFabs(node, abs), neg);
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}
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public static ShaderIrNode GetAluFabs(ShaderIrNode Node, bool Abs)
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public static ShaderIrNode GetAluFabs(ShaderIrNode node, bool abs)
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{
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return Abs ? new ShaderIrOp(ShaderIrInst.Fabs, Node) : Node;
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return abs ? new ShaderIrOp(ShaderIrInst.Fabs, node) : node;
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}
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public static ShaderIrNode GetAluFneg(ShaderIrNode Node, bool Neg)
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public static ShaderIrNode GetAluFneg(ShaderIrNode node, bool neg)
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{
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return Neg ? new ShaderIrOp(ShaderIrInst.Fneg, Node) : Node;
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return neg ? new ShaderIrOp(ShaderIrInst.Fneg, node) : node;
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}
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public static ShaderIrNode GetAluFsat(ShaderIrNode Node, bool Sat)
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public static ShaderIrNode GetAluFsat(ShaderIrNode node, bool sat)
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{
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return Sat ? new ShaderIrOp(ShaderIrInst.Fclamp, Node, ImmfZero, ImmfOne) : Node;
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return sat ? new ShaderIrOp(ShaderIrInst.Fclamp, node, ImmfZero, ImmfOne) : node;
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}
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public static ShaderIrNode GetAluIabsIneg(ShaderIrNode Node, bool Abs, bool Neg)
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public static ShaderIrNode GetAluIabsIneg(ShaderIrNode node, bool abs, bool neg)
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{
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return GetAluIneg(GetAluIabs(Node, Abs), Neg);
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return GetAluIneg(GetAluIabs(node, abs), neg);
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}
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public static ShaderIrNode GetAluIabs(ShaderIrNode Node, bool Abs)
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public static ShaderIrNode GetAluIabs(ShaderIrNode node, bool abs)
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{
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return Abs ? new ShaderIrOp(ShaderIrInst.Abs, Node) : Node;
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return abs ? new ShaderIrOp(ShaderIrInst.Abs, node) : node;
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}
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public static ShaderIrNode GetAluIneg(ShaderIrNode Node, bool Neg)
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public static ShaderIrNode GetAluIneg(ShaderIrNode node, bool neg)
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{
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return Neg ? new ShaderIrOp(ShaderIrInst.Neg, Node) : Node;
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return neg ? new ShaderIrOp(ShaderIrInst.Neg, node) : node;
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}
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public static ShaderIrNode GetAluNot(ShaderIrNode Node, bool Not)
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public static ShaderIrNode GetAluNot(ShaderIrNode node, bool not)
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{
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return Not ? new ShaderIrOp(ShaderIrInst.Not, Node) : Node;
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return not ? new ShaderIrOp(ShaderIrInst.Not, node) : node;
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}
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public static ShaderIrNode ExtendTo32(ShaderIrNode Node, bool Signed, int Size)
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public static ShaderIrNode ExtendTo32(ShaderIrNode node, bool signed, int size)
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{
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int Shift = 32 - Size;
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int shift = 32 - size;
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ShaderIrInst RightShift = Signed
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ShaderIrInst rightShift = signed
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? ShaderIrInst.Asr
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: ShaderIrInst.Lsr;
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Node = new ShaderIrOp(ShaderIrInst.Lsl, Node, new ShaderIrOperImm(Shift));
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Node = new ShaderIrOp(RightShift, Node, new ShaderIrOperImm(Shift));
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node = new ShaderIrOp(ShaderIrInst.Lsl, node, new ShaderIrOperImm(shift));
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node = new ShaderIrOp(rightShift, node, new ShaderIrOperImm(shift));
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return Node;
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return node;
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}
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public static ShaderIrNode ExtendTo32(ShaderIrNode Node, bool Signed, ShaderIrNode Size)
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public static ShaderIrNode ExtendTo32(ShaderIrNode node, bool signed, ShaderIrNode size)
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{
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ShaderIrOperImm WordSize = new ShaderIrOperImm(32);
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ShaderIrOperImm wordSize = new ShaderIrOperImm(32);
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ShaderIrOp Shift = new ShaderIrOp(ShaderIrInst.Sub, WordSize, Size);
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ShaderIrOp shift = new ShaderIrOp(ShaderIrInst.Sub, wordSize, size);
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ShaderIrInst RightShift = Signed
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ShaderIrInst rightShift = signed
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? ShaderIrInst.Asr
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: ShaderIrInst.Lsr;
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Node = new ShaderIrOp(ShaderIrInst.Lsl, Node, Shift);
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Node = new ShaderIrOp(RightShift, Node, Shift);
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node = new ShaderIrOp(ShaderIrInst.Lsl, node, shift);
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node = new ShaderIrOp(rightShift, node, shift);
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return Node;
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return node;
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}
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}
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}
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