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
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299 changed files with 12268 additions and 12276 deletions
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@ -10,43 +10,43 @@ namespace Ryujinx.HLE
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private const int FrameTypeSystem = 0;
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private const int FrameTypeGame = 1;
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private double[] AverageFrameRate;
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private double[] AccumulatedFrameTime;
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private double[] PreviousFrameTime;
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private double[] _averageFrameRate;
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private double[] _accumulatedFrameTime;
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private double[] _previousFrameTime;
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private long[] FramesRendered;
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private long[] _framesRendered;
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private object[] FrameLock;
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private object[] _frameLock;
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private double TicksToSeconds;
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private double _ticksToSeconds;
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private Stopwatch ExecutionTime;
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private Stopwatch _executionTime;
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private Timer ResetTimer;
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private Timer _resetTimer;
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public PerformanceStatistics()
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{
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AverageFrameRate = new double[2];
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AccumulatedFrameTime = new double[2];
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PreviousFrameTime = new double[2];
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_averageFrameRate = new double[2];
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_accumulatedFrameTime = new double[2];
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_previousFrameTime = new double[2];
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FramesRendered = new long[2];
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_framesRendered = new long[2];
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FrameLock = new object[] { new object(), new object() };
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_frameLock = new object[] { new object(), new object() };
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ExecutionTime = new Stopwatch();
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_executionTime = new Stopwatch();
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ExecutionTime.Start();
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_executionTime.Start();
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ResetTimer = new Timer(1000);
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_resetTimer = new Timer(1000);
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ResetTimer.Elapsed += ResetTimerElapsed;
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_resetTimer.Elapsed += ResetTimerElapsed;
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ResetTimer.AutoReset = true;
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_resetTimer.AutoReset = true;
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ResetTimer.Start();
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_resetTimer.Start();
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TicksToSeconds = 1.0 / Stopwatch.Frequency;
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_ticksToSeconds = 1.0 / Stopwatch.Frequency;
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}
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private void ResetTimerElapsed(object sender, ElapsedEventArgs e)
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@ -55,28 +55,28 @@ namespace Ryujinx.HLE
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CalculateAverageFrameRate(FrameTypeGame);
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}
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private void CalculateAverageFrameRate(int FrameType)
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private void CalculateAverageFrameRate(int frameType)
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{
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double FrameRate = 0;
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double frameRate = 0;
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if (AccumulatedFrameTime[FrameType] > 0)
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if (_accumulatedFrameTime[frameType] > 0)
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{
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FrameRate = FramesRendered[FrameType] / AccumulatedFrameTime[FrameType];
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frameRate = _framesRendered[frameType] / _accumulatedFrameTime[frameType];
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}
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lock (FrameLock[FrameType])
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lock (_frameLock[frameType])
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{
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AverageFrameRate[FrameType] = LinearInterpolate(AverageFrameRate[FrameType], FrameRate);
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_averageFrameRate[frameType] = LinearInterpolate(_averageFrameRate[frameType], frameRate);
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FramesRendered[FrameType] = 0;
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_framesRendered[frameType] = 0;
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AccumulatedFrameTime[FrameType] = 0;
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_accumulatedFrameTime[frameType] = 0;
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}
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}
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private double LinearInterpolate(double Old, double New)
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private double LinearInterpolate(double old, double New)
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{
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return Old * (1.0 - FrameRateWeight) + New * FrameRateWeight;
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return old * (1.0 - FrameRateWeight) + New * FrameRateWeight;
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}
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public void RecordSystemFrameTime()
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@ -89,30 +89,30 @@ namespace Ryujinx.HLE
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RecordFrameTime(FrameTypeGame);
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}
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private void RecordFrameTime(int FrameType)
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private void RecordFrameTime(int frameType)
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{
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double CurrentFrameTime = ExecutionTime.ElapsedTicks * TicksToSeconds;
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double currentFrameTime = _executionTime.ElapsedTicks * _ticksToSeconds;
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double ElapsedFrameTime = CurrentFrameTime - PreviousFrameTime[FrameType];
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double elapsedFrameTime = currentFrameTime - _previousFrameTime[frameType];
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PreviousFrameTime[FrameType] = CurrentFrameTime;
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_previousFrameTime[frameType] = currentFrameTime;
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lock (FrameLock[FrameType])
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lock (_frameLock[frameType])
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{
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AccumulatedFrameTime[FrameType] += ElapsedFrameTime;
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_accumulatedFrameTime[frameType] += elapsedFrameTime;
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FramesRendered[FrameType]++;
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_framesRendered[frameType]++;
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}
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}
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public double GetSystemFrameRate()
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{
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return AverageFrameRate[FrameTypeSystem];
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return _averageFrameRate[FrameTypeSystem];
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}
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public double GetGameFrameRate()
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{
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return AverageFrameRate[FrameTypeGame];
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return _averageFrameRate[FrameTypeGame];
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}
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}
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}
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