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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@ -7,47 +7,47 @@ namespace Ryujinx.Graphics.Texture
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{
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static class TextureHelper
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{
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public static ISwizzle GetSwizzle(GalImage Image)
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public static ISwizzle GetSwizzle(GalImage image)
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{
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int BlockWidth = ImageUtils.GetBlockWidth (Image.Format);
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int BlockHeight = ImageUtils.GetBlockHeight (Image.Format);
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int BlockDepth = ImageUtils.GetBlockDepth (Image.Format);
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int BytesPerPixel = ImageUtils.GetBytesPerPixel(Image.Format);
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int blockWidth = ImageUtils.GetBlockWidth (image.Format);
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int blockHeight = ImageUtils.GetBlockHeight (image.Format);
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int blockDepth = ImageUtils.GetBlockDepth (image.Format);
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int bytesPerPixel = ImageUtils.GetBytesPerPixel(image.Format);
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int Width = BitUtils.DivRoundUp(Image.Width, BlockWidth);
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int Height = BitUtils.DivRoundUp(Image.Height, BlockHeight);
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int Depth = BitUtils.DivRoundUp(Image.Depth, BlockDepth);
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int width = BitUtils.DivRoundUp(image.Width, blockWidth);
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int height = BitUtils.DivRoundUp(image.Height, blockHeight);
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int depth = BitUtils.DivRoundUp(image.Depth, blockDepth);
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if (Image.Layout == GalMemoryLayout.BlockLinear)
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if (image.Layout == GalMemoryLayout.BlockLinear)
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{
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int AlignMask = Image.TileWidth * (64 / BytesPerPixel) - 1;
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int alignMask = image.TileWidth * (64 / bytesPerPixel) - 1;
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Width = (Width + AlignMask) & ~AlignMask;
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width = (width + alignMask) & ~alignMask;
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return new BlockLinearSwizzle(
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Width,
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Height,
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Depth,
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Image.GobBlockHeight,
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Image.GobBlockDepth,
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BytesPerPixel);
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width,
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height,
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depth,
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image.GobBlockHeight,
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image.GobBlockDepth,
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bytesPerPixel);
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}
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else
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{
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return new LinearSwizzle(Image.Pitch, BytesPerPixel, Width, Height);
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return new LinearSwizzle(image.Pitch, bytesPerPixel, width, height);
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}
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}
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public static (MemoryManager Memory, long Position) GetMemoryAndPosition(
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IMemory Memory,
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long Position)
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IMemory memory,
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long position)
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{
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if (Memory is NvGpuVmm Vmm)
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if (memory is NvGpuVmm vmm)
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{
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return (Vmm.Memory, Vmm.GetPhysicalAddress(Position));
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return (vmm.Memory, vmm.GetPhysicalAddress(position));
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}
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return ((MemoryManager)Memory, Position);
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return ((MemoryManager)memory, position);
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}
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}
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}
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