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

@ -18,7 +18,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
private int _level;
private string _identation;
private string _indentation;
public CodeGenContext(ShaderConfig config)
{
@ -39,7 +39,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
public void AppendLine(string str)
{
_sb.AppendLine(_identation + str);
_sb.AppendLine(_indentation + str);
}
public string GetCode()
@ -53,7 +53,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
_level++;
UpdateIdentation();
UpdateIndentation();
}
public void LeaveScope(string suffix = "")
@ -65,26 +65,26 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
_level--;
UpdateIdentation();
UpdateIndentation();
AppendLine("}" + suffix);
}
private void UpdateIdentation()
private void UpdateIndentation()
{
_identation = GetIdentation(_level);
_indentation = GetIndentation(_level);
}
private static string GetIdentation(int level)
private static string GetIndentation(int level)
{
string identation = string.Empty;
string indentation = string.Empty;
for (int index = 0; index < level; index++)
{
identation += Tab;
indentation += Tab;
}
return identation;
return indentation;
}
}
}

View file

@ -112,13 +112,13 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl.Instructions
public static bool NeedsParenthesis(IAstNode node, Instruction pInst, InstInfo pInfo, bool isLhs)
{
//If the node isn't a operation, then it can only be a operand,
//and those never needs to be surrounded in parenthesis.
// If the node isn't a operation, then it can only be a operand,
// and those never needs to be surrounded in parenthesis.
if (!(node is AstOperation operation))
{
//This is sort of a special case, if this is a negative constant,
//and it is consumed by a unary operation, we need to put on the parenthesis,
//as in GLSL a sequence like --2 or ~-1 is not valid.
// This is sort of a special case, if this is a negative constant,
// and it is consumed by a unary operation, we need to put on the parenthesis,
// as in GLSL a sequence like --2 or ~-1 is not valid.
if (IsNegativeConst(node) && pInfo.Type == InstType.OpUnary)
{
return true;

View file

@ -69,8 +69,8 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl.Instructions
arrayIndexElem = pCount++;
}
//The sampler 1D shadow overload expects a
//dummy value on the middle of the vector, who knows why...
// The sampler 1D shadow overload expects a
// dummy value on the middle of the vector, who knows why...
bool hasDummy1DShadowElem = texOp.Type == (TextureType.Texture1D | TextureType.Shadow);
if (hasDummy1DShadowElem)
@ -83,8 +83,8 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl.Instructions
pCount++;
}
//On textureGather*, the comparison value is
//always specified as an extra argument.
// On textureGather*, the comparison value is
// always specified as an extra argument.
bool hasExtraCompareArg = isShadow && isGather;
if (pCount == 5)
@ -199,8 +199,8 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl.Instructions
Append(Src(VariableType.F32));
}
//textureGather* optional extra component index,
//not needed for shadow samplers.
// textureGather* optional extra component index,
// not needed for shadow samplers.
if (isGather && !isShadow)
{
Append(Src(VariableType.S32));

View file

@ -9,7 +9,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl.Instructions
OpUnary = Op | 1,
OpBinary = Op | 2,
OpTernary = Op | 3,
OpBinaryCom = OpBinary | Comutative,
OpBinaryCom = OpBinary | Commutative,
CallNullary = Call | 0,
CallUnary = Call | 1,
@ -17,10 +17,10 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl.Instructions
CallTernary = Call | 3,
CallQuaternary = Call | 4,
Comutative = 1 << 8,
Op = 1 << 9,
Call = 1 << 10,
Special = 1 << 11,
Commutative = 1 << 8,
Op = 1 << 9,
Call = 1 << 10,
Special = 1 << 11,
ArityMask = 0xff
}

View file

@ -102,9 +102,9 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
public static string GetConstantBufferName(IAstNode slot, string offsetExpr, GalShaderType shaderType)
{
//Non-constant slots are not supported.
//It is expected that upstream stages are never going to generate non-constant
//slot access.
// Non-constant slots are not supported.
// It is expected that upstream stages are never going to generate non-constant
// slot access.
AstOperand operand = (AstOperand)slot;
string ubName = GetUbName(shaderType, operand.Value);
@ -157,7 +157,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
}
else if (_builtInAttributes.TryGetValue(value & ~3, out BuiltInAttribute builtInAttr))
{
//TODO: There must be a better way to handle this...
// TODO: There must be a better way to handle this...
if (shaderType == GalShaderType.Fragment)
{
switch (value & ~3)
@ -180,14 +180,14 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
}
}
//TODO: Warn about unknown built-in attribute.
// TODO: Warn about unknown built-in attribute.
return isOutAttr ? "// bad_attr0x" + value.ToString("X") : "0.0";
}
public static string GetUbName(GalShaderType shaderType, int slot)
{
string ubName = OperandManager.GetShaderStagePrefix(shaderType);
string ubName = GetShaderStagePrefix(shaderType);
ubName += "_" + DefaultNames.UniformNamePrefix + slot;