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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@ -26,106 +26,106 @@ namespace Ryujinx.Graphics.VDec
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
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};
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private Stream BaseStream;
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private Stream _baseStream;
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private uint LowValue;
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private uint Range;
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private int Count;
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private uint _lowValue;
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private uint _range;
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private int _count;
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public VpxRangeEncoder(Stream BaseStream)
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public VpxRangeEncoder(Stream baseStream)
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{
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this.BaseStream = BaseStream;
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_baseStream = baseStream;
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Range = 0xff;
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Count = -24;
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_range = 0xff;
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_count = -24;
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Write(false);
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}
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public void WriteByte(byte Value)
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public void WriteByte(byte value)
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{
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Write(Value, 8);
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Write(value, 8);
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}
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public void Write(int Value, int ValueSize)
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public void Write(int value, int valueSize)
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{
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for (int Bit = ValueSize - 1; Bit >= 0; Bit--)
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for (int bit = valueSize - 1; bit >= 0; bit--)
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{
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Write(((Value >> Bit) & 1) != 0);
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Write(((value >> bit) & 1) != 0);
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}
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}
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public void Write(bool Bit)
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public void Write(bool bit)
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{
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Write(Bit, HalfProbability);
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Write(bit, HalfProbability);
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}
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public void Write(bool Bit, int Probability)
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public void Write(bool bit, int probability)
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{
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uint Range = this.Range;
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uint range = _range;
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uint Split = 1 + (((Range - 1) * (uint)Probability) >> 8);
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uint split = 1 + (((range - 1) * (uint)probability) >> 8);
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Range = Split;
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range = split;
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if (Bit)
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if (bit)
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{
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LowValue += Split;
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Range = this.Range - Split;
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_lowValue += split;
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range = _range - split;
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}
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int Shift = NormLut[Range];
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int shift = NormLut[range];
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Range <<= Shift;
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Count += Shift;
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range <<= shift;
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_count += shift;
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if (Count >= 0)
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if (_count >= 0)
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{
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int Offset = Shift - Count;
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int offset = shift - _count;
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if (((LowValue << (Offset - 1)) >> 31) != 0)
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if (((_lowValue << (offset - 1)) >> 31) != 0)
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{
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long CurrentPos = BaseStream.Position;
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long currentPos = _baseStream.Position;
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BaseStream.Seek(-1, SeekOrigin.Current);
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_baseStream.Seek(-1, SeekOrigin.Current);
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while (BaseStream.Position >= 0 && PeekByte() == 0xff)
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while (_baseStream.Position >= 0 && PeekByte() == 0xff)
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{
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BaseStream.WriteByte(0);
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_baseStream.WriteByte(0);
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BaseStream.Seek(-2, SeekOrigin.Current);
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_baseStream.Seek(-2, SeekOrigin.Current);
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}
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BaseStream.WriteByte((byte)(PeekByte() + 1));
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_baseStream.WriteByte((byte)(PeekByte() + 1));
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BaseStream.Seek(CurrentPos, SeekOrigin.Begin);
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_baseStream.Seek(currentPos, SeekOrigin.Begin);
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}
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BaseStream.WriteByte((byte)(LowValue >> (24 - Offset)));
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_baseStream.WriteByte((byte)(_lowValue >> (24 - offset)));
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LowValue <<= Offset;
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Shift = Count;
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LowValue &= 0xffffff;
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Count -= 8;
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_lowValue <<= offset;
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shift = _count;
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_lowValue &= 0xffffff;
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_count -= 8;
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}
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LowValue <<= Shift;
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_lowValue <<= shift;
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this.Range = Range;
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_range = range;
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}
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private byte PeekByte()
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{
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byte Value = (byte)BaseStream.ReadByte();
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byte value = (byte)_baseStream.ReadByte();
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BaseStream.Seek(-1, SeekOrigin.Current);
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_baseStream.Seek(-1, SeekOrigin.Current);
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return Value;
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return value;
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}
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public void End()
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{
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for (int Index = 0; Index < 32; Index++)
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for (int index = 0; index < 32; index++)
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{
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Write(false);
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}
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