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authorAlex Barney <thealexbarney@gmail.com>2019-03-03 19:45:25 -0600
committerjduncanator <1518948+jduncanator@users.noreply.github.com>2019-03-04 12:45:25 +1100
commit1f554c1093dde6a4d3ed80fae2675abfb6c12fac (patch)
treebbbdfb87999168288777ac404081f3e49c7440ae /Ryujinx.Graphics/Gal/Shader/ShaderDecodeFlow.cs
parent8e71ea0812f6b56ff819dbda951b463bcb5eb8dc (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.cs32
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)));
}
}
} \ No newline at end of file