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authorAlex Barney <thealexbarney@gmail.com>2019-07-01 21:39:22 -0500
committerAc_K <Acoustik666@gmail.com>2019-07-02 04:39:22 +0200
commitb2b736abc2569ab5d8199da666aef8d8394844a0 (patch)
tree88bcc2ae4fb0d4161c95df2cd7edb12388de922a /Ryujinx.Graphics/Graphics3d/NvGpuEngine3d.cs
parent10c74182babaf8cf6bedaeffd64c3109df4ea816 (diff)
Misc cleanup (#708)
* Fix typos * Remove unneeded using statements * Enforce var style more * Remove redundant qualifiers * Fix some indentation * Disable naming warnings on files with external enum names * Fix build * Mass find & replace for comments with no spacing * Standardize todo capitalization and for/if spacing
Diffstat (limited to 'Ryujinx.Graphics/Graphics3d/NvGpuEngine3d.cs')
-rw-r--r--Ryujinx.Graphics/Graphics3d/NvGpuEngine3d.cs68
1 files changed, 34 insertions, 34 deletions
diff --git a/Ryujinx.Graphics/Graphics3d/NvGpuEngine3d.cs b/Ryujinx.Graphics/Graphics3d/NvGpuEngine3d.cs
index 29b6cc5d..e475a964 100644
--- a/Ryujinx.Graphics/Graphics3d/NvGpuEngine3d.cs
+++ b/Ryujinx.Graphics/Graphics3d/NvGpuEngine3d.cs
@@ -67,8 +67,8 @@ namespace Ryujinx.Graphics.Graphics3d
_constBuffers[index] = new ConstBuffer[18];
}
- //Ensure that all components are enabled by default.
- //FIXME: Is this correct?
+ // Ensure that all components are enabled by default.
+ // FIXME: Is this correct?
WriteRegister(NvGpuEngine3dReg.ColorMaskN, 0x1111);
WriteRegister(NvGpuEngine3dReg.FrameBufferSrgb, 1);
@@ -333,12 +333,12 @@ namespace Ryujinx.Graphics.Graphics3d
if (vpAEnable)
{
- //Note: The maxwell supports 2 vertex programs, usually
- //only VP B is used, but in some cases VP A is also used.
- //In this case, it seems to function as an extra vertex
- //shader stage.
- //The graphics abstraction layer has a special overload for this
- //case, which should merge the two shaders into one vertex shader.
+ // Note: The maxwell supports 2 vertex programs, usually
+ // only VP B is used, but in some cases VP A is also used.
+ // In this case, it seems to function as an extra vertex
+ // shader stage.
+ // The graphics abstraction layer has a special overload for this
+ // case, which should merge the two shaders into one vertex shader.
int vpAOffset = ReadRegister(NvGpuEngine3dReg.ShaderNOffset);
int vpBOffset = ReadRegister(NvGpuEngine3dReg.ShaderNOffset + 0x10);
@@ -360,7 +360,7 @@ namespace Ryujinx.Graphics.Graphics3d
int control = ReadRegister(NvGpuEngine3dReg.ShaderNControl + index * 0x10);
int offset = ReadRegister(NvGpuEngine3dReg.ShaderNOffset + index * 0x10);
- //Note: Vertex Program (B) is always enabled.
+ // Note: Vertex Program (B) is always enabled.
bool enable = (control & 1) != 0 || index == 1;
if (!enable)
@@ -405,7 +405,7 @@ namespace Ryujinx.Graphics.Graphics3d
GalFrontFace frontFace = (GalFrontFace)ReadRegister(NvGpuEngine3dReg.FrontFace);
- //Flipping breaks facing. Flipping front facing too fixes it
+ // Flipping breaks facing. Flipping front facing too fixes it
if (signX != signY)
{
switch (frontFace)
@@ -574,8 +574,8 @@ namespace Ryujinx.Graphics.Graphics3d
}
else
{
- //It seems that even when independent blend is disabled, the first IBlend enable
- //register is still set to indicate whenever blend is enabled or not (?).
+ // It seems that even when independent blend is disabled, the first IBlend enable
+ // register is still set to indicate whenever blend is enabled or not (?).
state.Blends[index].Enabled = ReadRegisterBool(NvGpuEngine3dReg.IBlendNEnable);
if (state.Blends[index].Enabled)
@@ -632,8 +632,8 @@ namespace Ryujinx.Graphics.Graphics3d
private void SetRenderTargets()
{
- //Commercial games do not seem to
- //bool SeparateFragData = ReadRegisterBool(NvGpuEngine3dReg.RTSeparateFragData);
+ // Commercial games do not seem to
+ // bool SeparateFragData = ReadRegisterBool(NvGpuEngine3dReg.RTSeparateFragData);
uint control = (uint)(ReadRegister(NvGpuEngine3dReg.RtControl));
@@ -711,8 +711,8 @@ namespace Ryujinx.Graphics.Graphics3d
{
if (textureHandle == 0)
{
- //FIXME: Some games like puyo puyo will use handles with the value 0.
- //This is a bug, most likely caused by sync issues.
+ // FIXME: Some games like puyo puyo will use handles with the value 0.
+ // This is a bug, most likely caused by sync issues.
return (0, default(GalImage), default(GalTextureSampler));
}
@@ -751,7 +751,7 @@ namespace Ryujinx.Graphics.Graphics3d
{
Profile.End(Profiles.GPU.Engine3d.UploadTexture);
- //FIXME: Shouldn't ignore invalid addresses.
+ // FIXME: Shouldn't ignore invalid addresses.
return (0, default(GalImage), default(GalTextureSampler));
}
@@ -910,8 +910,8 @@ namespace Ryujinx.Graphics.Graphics3d
// Check vertex array is enabled to avoid out of bounds exception when reading bytes
bool enable = (ReadRegister(NvGpuEngine3dReg.VertexArrayNControl + arrayIndex * 4) & 0x1000) != 0;
- //Note: 16 is the maximum size of an attribute,
- //having a component size of 32-bits with 4 elements (a vec4).
+ // Note: 16 is the maximum size of an attribute,
+ // having a component size of 32-bits with 4 elements (a vec4).
if (enable)
{
byte[] data = vmm.ReadBytes(vbPosition + offset, 16);
@@ -954,7 +954,7 @@ namespace Ryujinx.Graphics.Graphics3d
if (vbPosition > vbEndPos)
{
- //Instance is invalid, ignore the draw call
+ // Instance is invalid, ignore the draw call
continue;
}
@@ -1057,14 +1057,14 @@ namespace Ryujinx.Graphics.Graphics3d
long iboKey = vmm.GetPhysicalAddress(indexPosition);
- //Quad primitive types were deprecated on OpenGL 3.x,
- //they are converted to a triangles index buffer on IB creation,
- //so we should use the triangles type here too.
+ // Quad primitive types were deprecated on OpenGL 3.x,
+ // they are converted to a triangles index buffer on IB creation,
+ // so we should use the triangles type here too.
if (primType == GalPrimitiveType.Quads || primType == GalPrimitiveType.QuadStrip)
{
- //Note: We assume that index first points to the first
- //vertex of a quad, if it points to the middle of a
- //quad (First % 4 != 0 for Quads) then it will not work properly.
+ // Note: We assume that index first points to the first
+ // vertex of a quad, if it points to the middle of a
+ // quad (First % 4 != 0 for Quads) then it will not work properly.
if (primType == GalPrimitiveType.Quads)
{
indexFirst = QuadHelper.ConvertSizeQuadsToTris(indexFirst);
@@ -1084,14 +1084,14 @@ namespace Ryujinx.Graphics.Graphics3d
int vertexFirst = ReadRegister(NvGpuEngine3dReg.VertexArrayFirst);
int vertexCount = ReadRegister(NvGpuEngine3dReg.VertexArrayCount);
- //Quad primitive types were deprecated on OpenGL 3.x,
- //they are converted to a triangles index buffer on IB creation,
- //so we should use the triangles type here too.
+ // Quad primitive types were deprecated on OpenGL 3.x,
+ // they are converted to a triangles index buffer on IB creation,
+ // so we should use the triangles type here too.
if (primType == GalPrimitiveType.Quads || primType == GalPrimitiveType.QuadStrip)
{
- //Note: We assume that index first points to the first
- //vertex of a quad, if it points to the middle of a
- //quad (First % 4 != 0 for Quads) then it will not work properly.
+ // Note: We assume that index first points to the first
+ // vertex of a quad, if it points to the middle of a
+ // quad (First % 4 != 0 for Quads) then it will not work properly.
if (primType == GalPrimitiveType.Quads)
{
vertexFirst = QuadHelper.ConvertSizeQuadsToTris(vertexFirst);
@@ -1111,7 +1111,7 @@ namespace Ryujinx.Graphics.Graphics3d
// Reset pipeline for host OpenGL calls
_gpu.Renderer.Pipeline.Unbind(state);
- //Is the GPU really clearing those registers after draw?
+ // Is the GPU really clearing those registers after draw?
WriteRegister(NvGpuEngine3dReg.IndexBatchFirst, 0);
WriteRegister(NvGpuEngine3dReg.IndexBatchCount, 0);
}
@@ -1140,7 +1140,7 @@ namespace Ryujinx.Graphics.Graphics3d
case QueryMode.WriteCounterAndTimestamp:
{
- //TODO: Implement counters.
+ // TODO: Implement counters.
long counter = 1;
long timestamp = PerformanceCounter.ElapsedMilliseconds;