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
This commit is contained in:
Alex Barney 2019-07-01 21:39:22 -05:00 committed by Ac_K
parent 10c74182ba
commit b2b736abc2
205 changed files with 1020 additions and 1041 deletions

View file

@ -82,8 +82,8 @@ namespace Ryujinx.Graphics.Graphics3d
while (Step(vmm, mme));
//Due to the delay slot, we still need to execute
//one more instruction before we actually exit.
// Due to the delay slot, we still need to execute
// one more instruction before we actually exit.
Step(vmm, mme);
}
@ -108,14 +108,14 @@ namespace Ryujinx.Graphics.Graphics3d
if ((_opCode & 7) < 7)
{
//Operation produces a value.
// Operation produces a value.
AssignmentOperation asgOp = (AssignmentOperation)((_opCode >> 4) & 7);
int result = GetAluResult();
switch (asgOp)
{
//Fetch parameter and ignore result.
// Fetch parameter and ignore result.
case AssignmentOperation.IgnoreAndFetch:
{
SetDstGpr(FetchParam());
@ -123,7 +123,7 @@ namespace Ryujinx.Graphics.Graphics3d
break;
}
//Move result.
// Move result.
case AssignmentOperation.Move:
{
SetDstGpr(result);
@ -131,7 +131,7 @@ namespace Ryujinx.Graphics.Graphics3d
break;
}
//Move result and use as Method Address.
// Move result and use as Method Address.
case AssignmentOperation.MoveAndSetMaddr:
{
SetDstGpr(result);
@ -141,7 +141,7 @@ namespace Ryujinx.Graphics.Graphics3d
break;
}
//Fetch parameter and send result.
// Fetch parameter and send result.
case AssignmentOperation.FetchAndSend:
{
SetDstGpr(FetchParam());
@ -151,7 +151,7 @@ namespace Ryujinx.Graphics.Graphics3d
break;
}
//Move and send result.
// Move and send result.
case AssignmentOperation.MoveAndSend:
{
SetDstGpr(result);
@ -161,7 +161,7 @@ namespace Ryujinx.Graphics.Graphics3d
break;
}
//Fetch parameter and use result as Method Address.
// Fetch parameter and use result as Method Address.
case AssignmentOperation.FetchAndSetMaddr:
{
SetDstGpr(FetchParam());
@ -171,7 +171,7 @@ namespace Ryujinx.Graphics.Graphics3d
break;
}
//Move result and use as Method Address, then fetch and send paramter.
// Move result and use as Method Address, then fetch and send parameter.
case AssignmentOperation.MoveAndSetMaddrThenFetchAndSend:
{
SetDstGpr(result);
@ -183,7 +183,7 @@ namespace Ryujinx.Graphics.Graphics3d
break;
}
//Move result and use as Method Address, then send bits 17:12 of result.
// Move result and use as Method Address, then send bits 17:12 of result.
case AssignmentOperation.MoveAndSetMaddrThenSendHigh:
{
SetDstGpr(result);
@ -198,7 +198,7 @@ namespace Ryujinx.Graphics.Graphics3d
}
else
{
//Branch.
// Branch.
bool onNotZero = ((_opCode >> 4) & 1) != 0;
bool taken = onNotZero
@ -355,7 +355,7 @@ namespace Ryujinx.Graphics.Graphics3d
private int GetImm()
{
//Note: The immediate is signed, the sign-extension is intended here.
// Note: The immediate is signed, the sign-extension is intended here.
return _opCode >> 14;
}

View file

@ -204,10 +204,10 @@ namespace Ryujinx.Graphics.Graphics3d
dstBlitX + dstBlitW,
dstBlitY + dstBlitH);
//Do a guest side copy aswell. This is necessary when
//the texture is modified by the guest, however it doesn't
//work when resources that the gpu can write to are copied,
//like framebuffers.
// Do a guest side copy as well. This is necessary when
// the texture is modified by the guest, however it doesn't
// work when resources that the gpu can write to are copied,
// like framebuffers.
// FIXME: SUPPORT MULTILAYER CORRECTLY HERE (this will cause weird stuffs on the first layer)
ImageUtils.CopyTexture(

View file

@ -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;

View file

@ -56,7 +56,7 @@ namespace Ryujinx.Graphics.Graphics3d
{
Profile.Begin(Profiles.GPU.EngineM2mf.Execute);
//TODO: Some registers and copy modes are still not implemented.
// TODO: Some registers and copy modes are still not implemented.
int control = methCall.Argument;
bool srcLinear = ((control >> 7) & 1) != 0;

View file

@ -73,7 +73,7 @@ namespace Ryujinx.Graphics.Graphics3d
{
Profile.Begin(Profiles.GPU.EngineP2mf.Execute);
//TODO: Some registers and copy modes are still not implemented.
// TODO: Some registers and copy modes are still not implemented.
int control = methCall.Argument;
long dstAddress = MakeInt64From2xInt32(NvGpuEngineP2mfReg.DstAddress);

View file

@ -7,8 +7,8 @@ namespace Ryujinx.Graphics.Graphics3d
private const int MacrosCount = 0x80;
private const int MacroIndexMask = MacrosCount - 1;
//Note: The size of the macro memory is unknown, we just make
//a guess here and use 256kb as the size. Increase if needed.
// Note: The size of the macro memory is unknown, we just make
// a guess here and use 256kb as the size. Increase if needed.
private const int MmeWords = 256 * 256;
private NvGpu _gpu;

View file

@ -11,7 +11,7 @@ namespace Ryujinx.Graphics.Texture
public AstcDecoderException(string exMsg) : base(exMsg) { }
}
//https://github.com/GammaUNC/FasTC/blob/master/ASTCEncoder/src/Decompressor.cpp
// https://github.com/GammaUNC/FasTC/blob/master/ASTCEncoder/src/Decompressor.cpp
public static class AstcDecoder
{
struct TexelWeightParams
@ -1356,7 +1356,7 @@ namespace Ryujinx.Graphics.Texture
}
default:
//Don't know this layout...
// Don't know this layout...
texelParams.Error = true;
break;
}

View file

@ -65,7 +65,7 @@ namespace Ryujinx.Graphics.Texture
public void ChangeBitDepth(byte[] depth)
{
for(int i = 0; i< 4; i++)
for (int i = 0; i< 4; i++)
{
int value = ChangeBitDepth(GetComponent(i), _bitDepth[i], depth[i]);

View file

@ -67,7 +67,7 @@ namespace Ryujinx.Graphics.Texture
{ GalTextureFormat.D32Fx24S8, GalImageFormat.D32S8 | Float },
{ GalTextureFormat.D16, GalImageFormat.D16 | Unorm },
//Compressed formats
// Compressed formats
{ GalTextureFormat.BptcSfloat, GalImageFormat.BptcSfloat | Float },
{ GalTextureFormat.BptcUfloat, GalImageFormat.BptcUfloat | Float },
{ GalTextureFormat.BptcUnorm, GalImageFormat.BptcUnorm | Unorm | Srgb },
@ -248,7 +248,7 @@ namespace Ryujinx.Graphics.Texture
int bytesPerPixel = desc.BytesPerPixel;
//Note: Each row of the texture needs to be aligned to 4 bytes.
// Note: Each row of the texture needs to be aligned to 4 bytes.
int pitch = (width * bytesPerPixel + 3) & ~3;