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

@ -6,161 +6,161 @@ namespace Ryujinx.Graphics.Texture
{
static class TextureFactory
{
public static GalImage MakeTexture(NvGpuVmm Vmm, long TicPosition)
public static GalImage MakeTexture(NvGpuVmm vmm, long ticPosition)
{
int[] Tic = ReadWords(Vmm, TicPosition, 8);
int[] tic = ReadWords(vmm, ticPosition, 8);
GalImageFormat Format = GetImageFormat(Tic);
GalImageFormat format = GetImageFormat(tic);
GalTextureTarget TextureTarget = (GalTextureTarget)((Tic[4] >> 23) & 0xF);
GalTextureTarget textureTarget = (GalTextureTarget)((tic[4] >> 23) & 0xF);
GalTextureSource XSource = (GalTextureSource)((Tic[0] >> 19) & 7);
GalTextureSource YSource = (GalTextureSource)((Tic[0] >> 22) & 7);
GalTextureSource ZSource = (GalTextureSource)((Tic[0] >> 25) & 7);
GalTextureSource WSource = (GalTextureSource)((Tic[0] >> 28) & 7);
GalTextureSource xSource = (GalTextureSource)((tic[0] >> 19) & 7);
GalTextureSource ySource = (GalTextureSource)((tic[0] >> 22) & 7);
GalTextureSource zSource = (GalTextureSource)((tic[0] >> 25) & 7);
GalTextureSource wSource = (GalTextureSource)((tic[0] >> 28) & 7);
TextureSwizzle Swizzle = (TextureSwizzle)((Tic[2] >> 21) & 7);
TextureSwizzle swizzle = (TextureSwizzle)((tic[2] >> 21) & 7);
int MaxMipmapLevel = (Tic[3] >> 28) & 0xF + 1;
int maxMipmapLevel = (tic[3] >> 28) & 0xF + 1;
GalMemoryLayout Layout;
GalMemoryLayout layout;
if (Swizzle == TextureSwizzle.BlockLinear ||
Swizzle == TextureSwizzle.BlockLinearColorKey)
if (swizzle == TextureSwizzle.BlockLinear ||
swizzle == TextureSwizzle.BlockLinearColorKey)
{
Layout = GalMemoryLayout.BlockLinear;
layout = GalMemoryLayout.BlockLinear;
}
else
{
Layout = GalMemoryLayout.Pitch;
layout = GalMemoryLayout.Pitch;
}
int GobBlockHeightLog2 = (Tic[3] >> 3) & 7;
int GobBlockDepthLog2 = (Tic[3] >> 6) & 7;
int TileWidthLog2 = (Tic[3] >> 10) & 7;
int gobBlockHeightLog2 = (tic[3] >> 3) & 7;
int gobBlockDepthLog2 = (tic[3] >> 6) & 7;
int tileWidthLog2 = (tic[3] >> 10) & 7;
int GobBlockHeight = 1 << GobBlockHeightLog2;
int GobBlockDepth = 1 << GobBlockDepthLog2;
int TileWidth = 1 << TileWidthLog2;
int gobBlockHeight = 1 << gobBlockHeightLog2;
int gobBlockDepth = 1 << gobBlockDepthLog2;
int tileWidth = 1 << tileWidthLog2;
int Width = ((Tic[4] >> 0) & 0xffff) + 1;
int Height = ((Tic[5] >> 0) & 0xffff) + 1;
int Depth = ((Tic[5] >> 16) & 0x3fff) + 1;
int width = ((tic[4] >> 0) & 0xffff) + 1;
int height = ((tic[5] >> 0) & 0xffff) + 1;
int depth = ((tic[5] >> 16) & 0x3fff) + 1;
int LayoutCount = 1;
int layoutCount = 1;
// TODO: check this
if (ImageUtils.IsArray(TextureTarget))
if (ImageUtils.IsArray(textureTarget))
{
LayoutCount = Depth;
Depth = 1;
layoutCount = depth;
depth = 1;
}
if (TextureTarget == GalTextureTarget.OneD)
if (textureTarget == GalTextureTarget.OneD)
{
Height = 1;
height = 1;
}
if (TextureTarget == GalTextureTarget.TwoD || TextureTarget == GalTextureTarget.OneD)
if (textureTarget == GalTextureTarget.TwoD || textureTarget == GalTextureTarget.OneD)
{
Depth = 1;
depth = 1;
}
else if (TextureTarget == GalTextureTarget.CubeMap)
else if (textureTarget == GalTextureTarget.CubeMap)
{
// FIXME: This is a bit hacky but I guess it's fine for now
LayoutCount = 6;
Depth = 1;
layoutCount = 6;
depth = 1;
}
else if (TextureTarget == GalTextureTarget.CubeArray)
else if (textureTarget == GalTextureTarget.CubeArray)
{
// FIXME: This is a really really hacky but I guess it's fine for now
LayoutCount *= 6;
Depth = 1;
layoutCount *= 6;
depth = 1;
}
GalImage Image = new GalImage(
Width,
Height,
Depth,
LayoutCount,
TileWidth,
GobBlockHeight,
GobBlockDepth,
Layout,
Format,
TextureTarget,
MaxMipmapLevel,
XSource,
YSource,
ZSource,
WSource);
GalImage image = new GalImage(
width,
height,
depth,
layoutCount,
tileWidth,
gobBlockHeight,
gobBlockDepth,
layout,
format,
textureTarget,
maxMipmapLevel,
xSource,
ySource,
zSource,
wSource);
if (Layout == GalMemoryLayout.Pitch)
if (layout == GalMemoryLayout.Pitch)
{
Image.Pitch = (Tic[3] & 0xffff) << 5;
image.Pitch = (tic[3] & 0xffff) << 5;
}
return Image;
return image;
}
public static GalTextureSampler MakeSampler(NvGpu Gpu, NvGpuVmm Vmm, long TscPosition)
public static GalTextureSampler MakeSampler(NvGpu gpu, NvGpuVmm vmm, long tscPosition)
{
int[] Tsc = ReadWords(Vmm, TscPosition, 8);
int[] tsc = ReadWords(vmm, tscPosition, 8);
GalTextureWrap AddressU = (GalTextureWrap)((Tsc[0] >> 0) & 7);
GalTextureWrap AddressV = (GalTextureWrap)((Tsc[0] >> 3) & 7);
GalTextureWrap AddressP = (GalTextureWrap)((Tsc[0] >> 6) & 7);
GalTextureWrap addressU = (GalTextureWrap)((tsc[0] >> 0) & 7);
GalTextureWrap addressV = (GalTextureWrap)((tsc[0] >> 3) & 7);
GalTextureWrap addressP = (GalTextureWrap)((tsc[0] >> 6) & 7);
bool DepthCompare = ((Tsc[0] >> 9) & 1) == 1;
bool depthCompare = ((tsc[0] >> 9) & 1) == 1;
DepthCompareFunc DepthCompareFunc = (DepthCompareFunc)((Tsc[0] >> 10) & 7);
DepthCompareFunc depthCompareFunc = (DepthCompareFunc)((tsc[0] >> 10) & 7);
GalTextureFilter MagFilter = (GalTextureFilter) ((Tsc[1] >> 0) & 3);
GalTextureFilter MinFilter = (GalTextureFilter) ((Tsc[1] >> 4) & 3);
GalTextureMipFilter MipFilter = (GalTextureMipFilter)((Tsc[1] >> 6) & 3);
GalTextureFilter magFilter = (GalTextureFilter) ((tsc[1] >> 0) & 3);
GalTextureFilter minFilter = (GalTextureFilter) ((tsc[1] >> 4) & 3);
GalTextureMipFilter mipFilter = (GalTextureMipFilter)((tsc[1] >> 6) & 3);
GalColorF BorderColor = new GalColorF(
BitConverter.Int32BitsToSingle(Tsc[4]),
BitConverter.Int32BitsToSingle(Tsc[5]),
BitConverter.Int32BitsToSingle(Tsc[6]),
BitConverter.Int32BitsToSingle(Tsc[7]));
GalColorF borderColor = new GalColorF(
BitConverter.Int32BitsToSingle(tsc[4]),
BitConverter.Int32BitsToSingle(tsc[5]),
BitConverter.Int32BitsToSingle(tsc[6]),
BitConverter.Int32BitsToSingle(tsc[7]));
return new GalTextureSampler(
AddressU,
AddressV,
AddressP,
MinFilter,
MagFilter,
MipFilter,
BorderColor,
DepthCompare,
DepthCompareFunc);
addressU,
addressV,
addressP,
minFilter,
magFilter,
mipFilter,
borderColor,
depthCompare,
depthCompareFunc);
}
private static GalImageFormat GetImageFormat(int[] Tic)
private static GalImageFormat GetImageFormat(int[] tic)
{
GalTextureType RType = (GalTextureType)((Tic[0] >> 7) & 7);
GalTextureType GType = (GalTextureType)((Tic[0] >> 10) & 7);
GalTextureType BType = (GalTextureType)((Tic[0] >> 13) & 7);
GalTextureType AType = (GalTextureType)((Tic[0] >> 16) & 7);
GalTextureType rType = (GalTextureType)((tic[0] >> 7) & 7);
GalTextureType gType = (GalTextureType)((tic[0] >> 10) & 7);
GalTextureType bType = (GalTextureType)((tic[0] >> 13) & 7);
GalTextureType aType = (GalTextureType)((tic[0] >> 16) & 7);
GalTextureFormat Format = (GalTextureFormat)(Tic[0] & 0x7f);
GalTextureFormat format = (GalTextureFormat)(tic[0] & 0x7f);
bool ConvSrgb = ((Tic[4] >> 22) & 1) != 0;
bool convSrgb = ((tic[4] >> 22) & 1) != 0;
return ImageUtils.ConvertTexture(Format, RType, GType, BType, AType, ConvSrgb);
return ImageUtils.ConvertTexture(format, rType, gType, bType, aType, convSrgb);
}
private static int[] ReadWords(NvGpuVmm Vmm, long Position, int Count)
private static int[] ReadWords(NvGpuVmm vmm, long position, int count)
{
int[] Words = new int[Count];
int[] words = new int[count];
for (int Index = 0; Index < Count; Index++, Position += 4)
for (int index = 0; index < count; index++, position += 4)
{
Words[Index] = Vmm.ReadInt32(Position);
words[index] = vmm.ReadInt32(position);
}
return Words;
return words;
}
}
}