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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@ -12,18 +12,18 @@ namespace Ryujinx.Graphics.Gal.Shader
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public int XBits;
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public ShaderDecodeEntry(ShaderDecodeFunc Func, int XBits)
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public ShaderDecodeEntry(ShaderDecodeFunc func, int xBits)
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{
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this.Func = Func;
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this.XBits = XBits;
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Func = func;
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XBits = xBits;
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}
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}
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private static ShaderDecodeEntry[] OpCodes;
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private static ShaderDecodeEntry[] _opCodes;
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static ShaderOpCodeTable()
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{
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OpCodes = new ShaderDecodeEntry[1 << EncodingBits];
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_opCodes = new ShaderDecodeEntry[1 << EncodingBits];
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#region Instructions
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Set("0100110000000x", ShaderDecode.Bfe_C);
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@ -123,7 +123,7 @@ namespace Ryujinx.Graphics.Gal.Shader
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Set("1101x00xxxxxxx", ShaderDecode.Texs);
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Set("1101101xxxxxxx", ShaderDecode.Tlds);
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Set("110010xxxx111x", ShaderDecode.Tld4);
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Set("1101111100xxxx", ShaderDecode.Tld4s);
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Set("1101111100xxxx", ShaderDecode.Tld4S);
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Set("01011111xxxxxx", ShaderDecode.Vmad);
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Set("0100111xxxxxxx", ShaderDecode.Xmad_CR);
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Set("0011011x00xxxx", ShaderDecode.Xmad_I);
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@ -132,59 +132,59 @@ namespace Ryujinx.Graphics.Gal.Shader
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#endregion
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}
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private static void Set(string Encoding, ShaderDecodeFunc Func)
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private static void Set(string encoding, ShaderDecodeFunc func)
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{
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if (Encoding.Length != EncodingBits)
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if (encoding.Length != EncodingBits)
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{
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throw new ArgumentException(nameof(Encoding));
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throw new ArgumentException(nameof(encoding));
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}
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int Bit = Encoding.Length - 1;
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int Value = 0;
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int XMask = 0;
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int XBits = 0;
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int bit = encoding.Length - 1;
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int value = 0;
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int xMask = 0;
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int xBits = 0;
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int[] XPos = new int[Encoding.Length];
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int[] xPos = new int[encoding.Length];
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for (int Index = 0; Index < Encoding.Length; Index++, Bit--)
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for (int index = 0; index < encoding.Length; index++, bit--)
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{
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char Chr = Encoding[Index];
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char chr = encoding[index];
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if (Chr == '1')
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if (chr == '1')
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{
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Value |= 1 << Bit;
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value |= 1 << bit;
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}
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else if (Chr == 'x')
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else if (chr == 'x')
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{
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XMask |= 1 << Bit;
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xMask |= 1 << bit;
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XPos[XBits++] = Bit;
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xPos[xBits++] = bit;
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}
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}
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XMask = ~XMask;
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xMask = ~xMask;
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ShaderDecodeEntry Entry = new ShaderDecodeEntry(Func, XBits);
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ShaderDecodeEntry entry = new ShaderDecodeEntry(func, xBits);
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for (int Index = 0; Index < (1 << XBits); Index++)
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for (int index = 0; index < (1 << xBits); index++)
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{
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Value &= XMask;
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value &= xMask;
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for (int X = 0; X < XBits; X++)
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for (int x = 0; x < xBits; x++)
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{
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Value |= ((Index >> X) & 1) << XPos[X];
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value |= ((index >> x) & 1) << xPos[x];
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}
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if (OpCodes[Value] == null || OpCodes[Value].XBits > XBits)
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if (_opCodes[value] == null || _opCodes[value].XBits > xBits)
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{
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OpCodes[Value] = Entry;
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_opCodes[value] = entry;
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}
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}
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}
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public static ShaderDecodeFunc GetDecoder(long OpCode)
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public static ShaderDecodeFunc GetDecoder(long opCode)
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{
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return OpCodes[(ulong)OpCode >> (64 - EncodingBits)]?.Func;
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return _opCodes[(ulong)opCode >> (64 - EncodingBits)]?.Func;
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}
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}
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}
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