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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/Shader/Translation/Translator.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/Shader/Translation/Translator.cs')
-rw-r--r--Ryujinx.Graphics/Shader/Translation/Translator.cs28
1 files changed, 14 insertions, 14 deletions
diff --git a/Ryujinx.Graphics/Shader/Translation/Translator.cs b/Ryujinx.Graphics/Shader/Translation/Translator.cs
index 706f3cfa..fcebe913 100644
--- a/Ryujinx.Graphics/Shader/Translation/Translator.cs
+++ b/Ryujinx.Graphics/Shader/Translation/Translator.cs
@@ -28,7 +28,7 @@ namespace Ryujinx.Graphics.Shader.Translation
if (addressB != 0)
{
- //Dual vertex shader.
+ // Dual vertex shader.
Operation[] shaderOpsB = DecodeShader(memory, addressB, config.Type);
shaderOps = Combine(shaderOps, shaderOpsB);
@@ -86,10 +86,10 @@ namespace Ryujinx.Graphics.Shader.Translation
if (op is OpCodeSync opSync)
{
- //If the instruction is a SYNC instruction with only one
- //possible target address, then the instruction is basically
- //just a simple branch, we can generate code similar to branch
- //instructions, with the condition check on the branch itself.
+ // If the instruction is a SYNC instruction with only one
+ // possible target address, then the instruction is basically
+ // just a simple branch, we can generate code similar to branch
+ // instructions, with the condition check on the branch itself.
skipPredicateCheck |= opSync.Targets.Count < 2;
}
@@ -136,15 +136,15 @@ namespace Ryujinx.Graphics.Shader.Translation
private static Operation[] Combine(Operation[] a, Operation[] b)
{
- //Here we combine two shaders.
- //For shader A:
- //- All user attribute stores on shader A are turned into copies to a
- //temporary variable. It's assumed that shader B will consume them.
- //- All return instructions are turned into branch instructions, the
- //branch target being the start of the shader B code.
- //For shader B:
- //- All user attribute loads on shader B are turned into copies from a
- //temporary variable, as long that attribute is written by shader A.
+ // Here we combine two shaders.
+ // For shader A:
+ // - All user attribute stores on shader A are turned into copies to a
+ // temporary variable. It's assumed that shader B will consume them.
+ // - All return instructions are turned into branch instructions, the
+ // branch target being the start of the shader B code.
+ // For shader B:
+ // - All user attribute loads on shader B are turned into copies from a
+ // temporary variable, as long that attribute is written by shader A.
List<Operation> output = new List<Operation>(a.Length + b.Length);
Operand[] temps = new Operand[AttributeConsts.UserAttributesCount * 4];