Adjust naming conventions and general refactoring in HLE Project (#490)

* Rename enum fields

* Naming conventions

* Remove unneeded ".this"

* Remove unneeded semicolons

* Remove unused Usings

* Don't use var

* Remove unneeded enum underlying types

* Explicitly label class visibility

* Remove unneeded @ prefixes

* Remove unneeded commas

* Remove unneeded if expressions

* Method doesn't use unsafe code

* Remove unneeded casts

* Initialized objects don't need an empty constructor

* Remove settings from DotSettings

* Revert "Explicitly label class visibility"

This reverts commit ad5eb5787cc5b27a4631cd46ef5f551c4ae95e51.

* Small changes

* Revert external enum renaming

* Changes from feedback

* Remove unneeded property setters
This commit is contained in:
Alex Barney 2018-12-04 14:23:37 -06:00 committed by gdkchan
parent c86aacde76
commit 85dbb9559a
299 changed files with 12268 additions and 12276 deletions

View file

@ -5,15 +5,15 @@ namespace Ryujinx.HLE.HOS.Kernel
{
class KCriticalSection
{
private Horizon System;
private Horizon _system;
public object LockObj { get; private set; }
public object LockObj { get; }
private int RecursionCount;
private int _recursionCount;
public KCriticalSection(Horizon System)
public KCriticalSection(Horizon system)
{
this.System = System;
_system = system;
LockObj = new object();
}
@ -22,53 +22,53 @@ namespace Ryujinx.HLE.HOS.Kernel
{
Monitor.Enter(LockObj);
RecursionCount++;
_recursionCount++;
}
public void Leave()
{
if (RecursionCount == 0)
if (_recursionCount == 0)
{
return;
}
bool DoContextSwitch = false;
bool doContextSwitch = false;
if (--RecursionCount == 0)
if (--_recursionCount == 0)
{
if (System.Scheduler.ThreadReselectionRequested)
if (_system.Scheduler.ThreadReselectionRequested)
{
System.Scheduler.SelectThreads();
_system.Scheduler.SelectThreads();
}
Monitor.Exit(LockObj);
if (System.Scheduler.MultiCoreScheduling)
if (_system.Scheduler.MultiCoreScheduling)
{
lock (System.Scheduler.CoreContexts)
lock (_system.Scheduler.CoreContexts)
{
for (int Core = 0; Core < KScheduler.CpuCoresCount; Core++)
for (int core = 0; core < KScheduler.CpuCoresCount; core++)
{
KCoreContext CoreContext = System.Scheduler.CoreContexts[Core];
KCoreContext coreContext = _system.Scheduler.CoreContexts[core];
if (CoreContext.ContextSwitchNeeded)
if (coreContext.ContextSwitchNeeded)
{
CpuThread CurrentHleThread = CoreContext.CurrentThread?.Context;
CpuThread currentHleThread = coreContext.CurrentThread?.Context;
if (CurrentHleThread == null)
if (currentHleThread == null)
{
//Nothing is running, we can perform the context switch immediately.
CoreContext.ContextSwitch();
coreContext.ContextSwitch();
}
else if (CurrentHleThread.IsCurrentThread())
else if (currentHleThread.IsCurrentThread())
{
//Thread running on the current core, context switch will block.
DoContextSwitch = true;
doContextSwitch = true;
}
else
{
//Thread running on another core, request a interrupt.
CurrentHleThread.RequestInterrupt();
currentHleThread.RequestInterrupt();
}
}
}
@ -76,7 +76,7 @@ namespace Ryujinx.HLE.HOS.Kernel
}
else
{
DoContextSwitch = true;
doContextSwitch = true;
}
}
else
@ -84,9 +84,9 @@ namespace Ryujinx.HLE.HOS.Kernel
Monitor.Exit(LockObj);
}
if (DoContextSwitch)
if (doContextSwitch)
{
System.Scheduler.ContextSwitch();
_system.Scheduler.ContextSwitch();
}
}
}