Adjust naming conventions for Ryujinx and ChocolArm64 projects (#484)
* Change naming convention for Ryujinx project * Change naming convention for ChocolArm64 project * Fix NaN * Remove unneeded this. from Ryujinx project * Adjust naming from new PRs * Name changes based on feedback * How did this get removed? * Rebasing fix * Change FP enum case * Remove prefix from ChocolArm64 classes - Part 1 * Remove prefix from ChocolArm64 classes - Part 2 * Fix alignment from last commit's renaming * Rename namespaces * Rename stragglers * Fix alignment * Rename OpCode class * Missed a few * Adjust alignment
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314 changed files with 19456 additions and 19456 deletions
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@ -7,7 +7,7 @@ namespace Ryujinx.HLE.HOS.Kernel
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{
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partial class SvcHandler
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{
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private void SvcCreateThread(AThreadState ThreadState)
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private void SvcCreateThread(CpuThreadState ThreadState)
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{
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long EntryPoint = (long)ThreadState.X1;
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long ArgsPtr = (long)ThreadState.X2;
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@ -49,7 +49,7 @@ namespace Ryujinx.HLE.HOS.Kernel
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ThreadState.X1 = (ulong)Handle;
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}
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private void SvcStartThread(AThreadState ThreadState)
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private void SvcStartThread(CpuThreadState ThreadState)
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{
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int Handle = (int)ThreadState.X0;
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@ -74,7 +74,7 @@ namespace Ryujinx.HLE.HOS.Kernel
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}
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}
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private void SvcExitThread(AThreadState ThreadState)
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private void SvcExitThread(CpuThreadState ThreadState)
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{
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KThread CurrentThread = System.Scheduler.GetCurrentThread();
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@ -83,7 +83,7 @@ namespace Ryujinx.HLE.HOS.Kernel
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System.Scheduler.StopThread(CurrentThread);
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}
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private void SvcSleepThread(AThreadState ThreadState)
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private void SvcSleepThread(CpuThreadState ThreadState)
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{
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long Timeout = (long)ThreadState.X0;
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@ -108,7 +108,7 @@ namespace Ryujinx.HLE.HOS.Kernel
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}
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}
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private void SvcGetThreadPriority(AThreadState ThreadState)
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private void SvcGetThreadPriority(CpuThreadState ThreadState)
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{
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int Handle = (int)ThreadState.X1;
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@ -127,7 +127,7 @@ namespace Ryujinx.HLE.HOS.Kernel
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}
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}
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private void SvcSetThreadPriority(AThreadState ThreadState)
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private void SvcSetThreadPriority(CpuThreadState ThreadState)
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{
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int Handle = (int)ThreadState.X0;
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int Priority = (int)ThreadState.X1;
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@ -154,7 +154,7 @@ namespace Ryujinx.HLE.HOS.Kernel
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ThreadState.X0 = 0;
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}
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private void SvcGetThreadCoreMask(AThreadState ThreadState)
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private void SvcGetThreadCoreMask(CpuThreadState ThreadState)
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{
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int Handle = (int)ThreadState.X2;
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@ -176,7 +176,7 @@ namespace Ryujinx.HLE.HOS.Kernel
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}
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}
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private void SvcSetThreadCoreMask(AThreadState ThreadState)
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private void SvcSetThreadCoreMask(CpuThreadState ThreadState)
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{
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int Handle = (int)ThreadState.X0;
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int PrefferedCore = (int)ThreadState.X1;
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@ -240,12 +240,12 @@ namespace Ryujinx.HLE.HOS.Kernel
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ThreadState.X0 = (ulong)Result;
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}
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private void SvcGetCurrentProcessorNumber(AThreadState ThreadState)
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private void SvcGetCurrentProcessorNumber(CpuThreadState ThreadState)
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{
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ThreadState.X0 = (ulong)Process.GetThread(ThreadState.Tpidr).CurrentCore;
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}
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private void SvcGetThreadId(AThreadState ThreadState)
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private void SvcGetThreadId(CpuThreadState ThreadState)
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{
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int Handle = (int)ThreadState.X1;
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@ -264,7 +264,7 @@ namespace Ryujinx.HLE.HOS.Kernel
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}
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}
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private void SvcSetThreadActivity(AThreadState ThreadState)
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private void SvcSetThreadActivity(CpuThreadState ThreadState)
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{
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int Handle = (int)ThreadState.X0;
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bool Pause = (int)ThreadState.X1 == 1;
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@ -299,7 +299,7 @@ namespace Ryujinx.HLE.HOS.Kernel
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ThreadState.X0 = (ulong)Result;
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}
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private void SvcGetThreadContext3(AThreadState ThreadState)
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private void SvcGetThreadContext3(CpuThreadState ThreadState)
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{
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long Position = (long)ThreadState.X0;
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int Handle = (int)ThreadState.X1;
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