diff options
| author | Alex Barney <thealexbarney@gmail.com> | 2019-03-03 19:45:25 -0600 |
|---|---|---|
| committer | jduncanator <1518948+jduncanator@users.noreply.github.com> | 2019-03-04 12:45:25 +1100 |
| commit | 1f554c1093dde6a4d3ed80fae2675abfb6c12fac (patch) | |
| tree | bbbdfb87999168288777ac404081f3e49c7440ae /Ryujinx.Graphics/Gal/Shader/ShaderDecodeFlow.cs | |
| parent | 8e71ea0812f6b56ff819dbda951b463bcb5eb8dc (diff) | |
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
Diffstat (limited to 'Ryujinx.Graphics/Gal/Shader/ShaderDecodeFlow.cs')
| -rw-r--r-- | Ryujinx.Graphics/Gal/Shader/ShaderDecodeFlow.cs | 32 |
1 files changed, 16 insertions, 16 deletions
diff --git a/Ryujinx.Graphics/Gal/Shader/ShaderDecodeFlow.cs b/Ryujinx.Graphics/Gal/Shader/ShaderDecodeFlow.cs index bc2539bd..fc992693 100644 --- a/Ryujinx.Graphics/Gal/Shader/ShaderDecodeFlow.cs +++ b/Ryujinx.Graphics/Gal/Shader/ShaderDecodeFlow.cs @@ -4,54 +4,54 @@ namespace Ryujinx.Graphics.Gal.Shader { static partial class ShaderDecode { - public static void Bra(ShaderIrBlock Block, long OpCode, int Position) + public static void Bra(ShaderIrBlock block, long opCode, int position) { - if ((OpCode & 0x20) != 0) + if ((opCode & 0x20) != 0) { //This reads the target offset from the constant buffer. //Almost impossible to support with GLSL. throw new NotImplementedException(); } - ShaderIrOperImm Imm = new ShaderIrOperImm(Position + OpCode.Branch()); + ShaderIrOperImm imm = new ShaderIrOperImm(position + opCode.Branch()); - Block.AddNode(OpCode.PredNode(new ShaderIrOp(ShaderIrInst.Bra, Imm))); + block.AddNode(opCode.PredNode(new ShaderIrOp(ShaderIrInst.Bra, imm))); } - public static void Exit(ShaderIrBlock Block, long OpCode, int Position) + public static void Exit(ShaderIrBlock block, long opCode, int position) { - int CCode = (int)OpCode & 0x1f; + int cCode = (int)opCode & 0x1f; //TODO: Figure out what the other condition codes mean... - if (CCode == 0xf) + if (cCode == 0xf) { - Block.AddNode(OpCode.PredNode(new ShaderIrOp(ShaderIrInst.Exit))); + block.AddNode(opCode.PredNode(new ShaderIrOp(ShaderIrInst.Exit))); } } - public static void Kil(ShaderIrBlock Block, long OpCode, int Position) + public static void Kil(ShaderIrBlock block, long opCode, int position) { - Block.AddNode(OpCode.PredNode(new ShaderIrOp(ShaderIrInst.Kil))); + block.AddNode(opCode.PredNode(new ShaderIrOp(ShaderIrInst.Kil))); } - public static void Ssy(ShaderIrBlock Block, long OpCode, int Position) + public static void Ssy(ShaderIrBlock block, long opCode, int position) { - if ((OpCode & 0x20) != 0) + if ((opCode & 0x20) != 0) { //This reads the target offset from the constant buffer. //Almost impossible to support with GLSL. throw new NotImplementedException(); } - ShaderIrOperImm Imm = new ShaderIrOperImm(Position + OpCode.Branch()); + ShaderIrOperImm imm = new ShaderIrOperImm(position + opCode.Branch()); - Block.AddNode(new ShaderIrOp(ShaderIrInst.Ssy, Imm)); + block.AddNode(new ShaderIrOp(ShaderIrInst.Ssy, imm)); } - public static void Sync(ShaderIrBlock Block, long OpCode, int Position) + public static void Sync(ShaderIrBlock block, long opCode, int position) { //TODO: Implement Sync condition codes - Block.AddNode(OpCode.PredNode(new ShaderIrOp(ShaderIrInst.Sync))); + block.AddNode(opCode.PredNode(new ShaderIrOp(ShaderIrInst.Sync))); } } }
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