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
This commit is contained in:
Alex Barney 2019-03-03 19:45:25 -06:00 committed by jduncanator
parent 8e71ea0812
commit 1f554c1093
125 changed files with 9121 additions and 9120 deletions

View file

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