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
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125 changed files with 9121 additions and 9120 deletions
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@ -6,10 +6,10 @@ namespace Ryujinx.Graphics
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{
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public class DmaPusher
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{
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private ConcurrentQueue<(NvGpuVmm, long)> IbBuffer;
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private ConcurrentQueue<(NvGpuVmm, long)> _ibBuffer;
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private long DmaPut;
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private long DmaGet;
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private long _dmaPut;
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private long _dmaGet;
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private struct DmaState
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{
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@ -21,43 +21,43 @@ namespace Ryujinx.Graphics
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public int LengthPending;
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}
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private DmaState State;
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private DmaState _state;
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private bool SliEnable;
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private bool SliActive;
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private bool _sliEnable;
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private bool _sliActive;
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private bool IbEnable;
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private bool NonMain;
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private bool _ibEnable;
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private bool _nonMain;
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private long DmaMGet;
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private long _dmaMGet;
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private NvGpuVmm Vmm;
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private NvGpuVmm _vmm;
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private NvGpu Gpu;
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private NvGpu _gpu;
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private AutoResetEvent Event;
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private AutoResetEvent _event;
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public DmaPusher(NvGpu Gpu)
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public DmaPusher(NvGpu gpu)
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{
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this.Gpu = Gpu;
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_gpu = gpu;
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IbBuffer = new ConcurrentQueue<(NvGpuVmm, long)>();
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_ibBuffer = new ConcurrentQueue<(NvGpuVmm, long)>();
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IbEnable = true;
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_ibEnable = true;
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Event = new AutoResetEvent(false);
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_event = new AutoResetEvent(false);
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}
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public void Push(NvGpuVmm Vmm, long Entry)
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public void Push(NvGpuVmm vmm, long entry)
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{
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IbBuffer.Enqueue((Vmm, Entry));
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_ibBuffer.Enqueue((vmm, entry));
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Event.Set();
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_event.Set();
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}
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public bool WaitForCommands()
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{
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return Event.WaitOne(8);
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return _event.WaitOne(8);
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}
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public void DispatchCalls()
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@ -67,101 +67,101 @@ namespace Ryujinx.Graphics
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private bool Step()
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{
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if (DmaGet != DmaPut)
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if (_dmaGet != _dmaPut)
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{
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int Word = Vmm.ReadInt32(DmaGet);
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int word = _vmm.ReadInt32(_dmaGet);
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DmaGet += 4;
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_dmaGet += 4;
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if (!NonMain)
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if (!_nonMain)
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{
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DmaMGet = DmaGet;
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_dmaMGet = _dmaGet;
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}
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if (State.LengthPending != 0)
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if (_state.LengthPending != 0)
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{
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State.LengthPending = 0;
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State.MethodCount = Word & 0xffffff;
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_state.LengthPending = 0;
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_state.MethodCount = word & 0xffffff;
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}
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else if (State.MethodCount != 0)
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else if (_state.MethodCount != 0)
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{
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if (!SliEnable || SliActive)
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if (!_sliEnable || _sliActive)
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{
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CallMethod(Word);
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CallMethod(word);
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}
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if (!State.NonIncrementing)
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if (!_state.NonIncrementing)
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{
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State.Method++;
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_state.Method++;
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}
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if (State.IncrementOnce)
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if (_state.IncrementOnce)
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{
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State.NonIncrementing = true;
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_state.NonIncrementing = true;
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}
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State.MethodCount--;
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_state.MethodCount--;
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}
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else
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{
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int SumissionMode = (Word >> 29) & 7;
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int sumissionMode = (word >> 29) & 7;
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switch (SumissionMode)
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switch (sumissionMode)
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{
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case 1:
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//Incrementing.
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SetNonImmediateState(Word);
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SetNonImmediateState(word);
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State.NonIncrementing = false;
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State.IncrementOnce = false;
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_state.NonIncrementing = false;
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_state.IncrementOnce = false;
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break;
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case 3:
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//Non-incrementing.
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SetNonImmediateState(Word);
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SetNonImmediateState(word);
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State.NonIncrementing = true;
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State.IncrementOnce = false;
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_state.NonIncrementing = true;
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_state.IncrementOnce = false;
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break;
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case 4:
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//Immediate.
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State.Method = (Word >> 0) & 0x1fff;
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State.SubChannel = (Word >> 13) & 7;
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State.NonIncrementing = true;
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State.IncrementOnce = false;
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_state.Method = (word >> 0) & 0x1fff;
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_state.SubChannel = (word >> 13) & 7;
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_state.NonIncrementing = true;
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_state.IncrementOnce = false;
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CallMethod((Word >> 16) & 0x1fff);
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CallMethod((word >> 16) & 0x1fff);
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break;
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case 5:
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//Increment-once.
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SetNonImmediateState(Word);
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SetNonImmediateState(word);
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State.NonIncrementing = false;
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State.IncrementOnce = true;
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_state.NonIncrementing = false;
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_state.IncrementOnce = true;
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break;
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}
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}
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}
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else if (IbEnable && IbBuffer.TryDequeue(out (NvGpuVmm Vmm, long Entry) Tuple))
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else if (_ibEnable && _ibBuffer.TryDequeue(out (NvGpuVmm Vmm, long Entry) tuple))
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{
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this.Vmm = Tuple.Vmm;
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_vmm = tuple.Vmm;
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long Entry = Tuple.Entry;
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long entry = tuple.Entry;
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int Length = (int)(Entry >> 42) & 0x1fffff;
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int length = (int)(entry >> 42) & 0x1fffff;
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DmaGet = Entry & 0xfffffffffc;
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DmaPut = DmaGet + Length * 4;
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_dmaGet = entry & 0xfffffffffc;
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_dmaPut = _dmaGet + length * 4;
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NonMain = (Entry & (1L << 41)) != 0;
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_nonMain = (entry & (1L << 41)) != 0;
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Gpu.ResourceManager.ClearPbCache();
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_gpu.ResourceManager.ClearPbCache();
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}
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else
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{
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@ -171,20 +171,20 @@ namespace Ryujinx.Graphics
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return true;
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}
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private void SetNonImmediateState(int Word)
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private void SetNonImmediateState(int word)
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{
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State.Method = (Word >> 0) & 0x1fff;
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State.SubChannel = (Word >> 13) & 7;
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State.MethodCount = (Word >> 16) & 0x1fff;
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_state.Method = (word >> 0) & 0x1fff;
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_state.SubChannel = (word >> 13) & 7;
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_state.MethodCount = (word >> 16) & 0x1fff;
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}
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private void CallMethod(int Argument)
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private void CallMethod(int argument)
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{
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Gpu.Fifo.CallMethod(Vmm, new GpuMethodCall(
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State.Method,
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Argument,
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State.SubChannel,
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State.MethodCount));
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_gpu.Fifo.CallMethod(_vmm, new GpuMethodCall(
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_state.Method,
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argument,
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_state.SubChannel,
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_state.MethodCount));
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}
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}
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}
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