aligning code

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Darabat 2018-08-06 19:11:30 -03:00 committed by GitHub
parent 83bc0e77d1
commit f99990b3de
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@ -109,17 +109,17 @@ namespace Ryujinx.Graphics.Gal.Shader
public GlslProgram Decompile(
IGalMemory Memory,
long VpAPosition,
long VpBPosition,
long VpAPosition,
long VpBPosition,
GalShaderType ShaderType)
{
Header = new ShaderHeader(Memory, VpAPosition);
Header = new ShaderHeader(Memory, VpAPosition);
HeaderB = new ShaderHeader(Memory, VpBPosition);
Blocks = ShaderDecoder.Decode(Memory, VpAPosition);
Blocks = ShaderDecoder.Decode(Memory, VpAPosition);
BlocksB = ShaderDecoder.Decode(Memory, VpBPosition);
GlslDecl DeclVpA = new GlslDecl(Blocks, ShaderType);
GlslDecl DeclVpA = new GlslDecl(Blocks, ShaderType);
GlslDecl DeclVpB = new GlslDecl(BlocksB, ShaderType);
Decl = GlslDecl.Merge(DeclVpA, DeclVpB);
@ -129,10 +129,10 @@ namespace Ryujinx.Graphics.Gal.Shader
public GlslProgram Decompile(IGalMemory Memory, long Position, GalShaderType ShaderType)
{
Header = new ShaderHeader(Memory, Position);
Header = new ShaderHeader(Memory, Position);
HeaderB = null;
Blocks = ShaderDecoder.Decode(Memory, Position);
Blocks = ShaderDecoder.Decode(Memory, Position);
BlocksB = null;
Decl = new GlslDecl(Blocks, ShaderType);
@ -157,7 +157,7 @@ namespace Ryujinx.Graphics.Gal.Shader
if (BlocksB != null)
{
PrintBlockScope(Blocks[0], null, null, "void " + GlslDecl.ProgramAName + "()", IdentationStr);
PrintBlockScope(Blocks[0], null, null, "void " + GlslDecl.ProgramAName + "()", IdentationStr);
SB.AppendLine();
@ -165,7 +165,7 @@ namespace Ryujinx.Graphics.Gal.Shader
}
else
{
PrintBlockScope(Blocks[0], null, null, "void " + GlslDecl.ProgramName + "()", IdentationStr);
PrintBlockScope(Blocks[0], null, null, "void " + GlslDecl.ProgramName + "()", IdentationStr);
}
SB.AppendLine();
@ -190,8 +190,8 @@ namespace Ryujinx.Graphics.Gal.Shader
switch (Header.OutputTopology)
{
case ShaderHeader.PointList: OutputTopology = "points"; break;
case ShaderHeader.LineStrip: OutputTopology = "line_strip"; break;
case ShaderHeader.PointList: OutputTopology = "points"; break;
case ShaderHeader.LineStrip: OutputTopology = "line_strip"; break;
case ShaderHeader.TriangleStrip: OutputTopology = "triangle_strip"; break;
default: throw new InvalidOperationException();
@ -447,9 +447,9 @@ namespace Ryujinx.Graphics.Gal.Shader
ShaderIrBlock Block,
ShaderIrBlock EndBlock,
ShaderIrBlock LoopBlock,
string ScopeName,
string Identation,
bool IsDoWhile = false)
string ScopeName,
string Identation,
bool IsDoWhile = false)
{
string UpIdent = Identation.Substring(0, Identation.Length - IdentationStr.Length);
@ -480,10 +480,10 @@ namespace Ryujinx.Graphics.Gal.Shader
}
private ShaderIrBlock PrintNodes(
ShaderIrBlock Block,
ShaderIrBlock EndBlock,
ShaderIrBlock LoopBlock,
string Identation,
ShaderIrBlock Block,
ShaderIrBlock EndBlock,
ShaderIrBlock LoopBlock,
string Identation,
params ShaderIrNode[] Nodes)
{
/*
@ -668,12 +668,12 @@ namespace Ryujinx.Graphics.Gal.Shader
{
switch (Node)
{
case ShaderIrOperAbuf Abuf: return GetName(Abuf);
case ShaderIrOperCbuf Cbuf: return GetName(Cbuf);
case ShaderIrOperGpr Gpr: return GetName(Gpr);
case ShaderIrOperImm Imm: return GetValue(Imm);
case ShaderIrOperAbuf Abuf: return GetName (Abuf);
case ShaderIrOperCbuf Cbuf: return GetName (Cbuf);
case ShaderIrOperGpr Gpr: return GetName (Gpr);
case ShaderIrOperImm Imm: return GetValue(Imm);
case ShaderIrOperImmf Immf: return GetValue(Immf);
case ShaderIrOperPred Pred: return GetName(Pred);
case ShaderIrOperPred Pred: return GetName (Pred);
case ShaderIrOp Op:
string Expr;
@ -753,7 +753,7 @@ namespace Ryujinx.Graphics.Gal.Shader
{
switch (Abuf.Offs)
{
case GlslDecl.VertexIdAttr: return "gl_VertexID";
case GlslDecl.VertexIdAttr: return "gl_VertexID";
case GlslDecl.InstanceIdAttr: return "gl_InstanceID";
}
}
@ -780,8 +780,8 @@ namespace Ryujinx.Graphics.Gal.Shader
private string GetAttrTempName(ShaderIrOperAbuf Abuf)
{
int Index = Abuf.Offs >> 4;
int Elem = (Abuf.Offs >> 2) & 3;
int Index = Abuf.Offs >> 4;
int Elem = (Abuf.Offs >> 2) & 3;
string Swizzle = "." + GetAttrSwizzle(Elem);
@ -821,7 +821,7 @@ namespace Ryujinx.Graphics.Gal.Shader
private string GetValue(ShaderIrOperImm Imm)
{
//Only use hex is the value is too big and would likely be hard to read as int.
if (Imm.Value > 0xfff ||
if (Imm.Value > 0xfff ||
Imm.Value < -0xfff)
{
return "0x" + Imm.Value.ToString("x8", CultureInfo.InvariantCulture);
@ -1146,7 +1146,7 @@ namespace Ryujinx.Graphics.Gal.Shader
switch (Src)
{
case ShaderIrOperGpr Gpr:
{
{
//When the Gpr is ZR, just return the 0 value directly,
//since the float encoding for 0 is 0.
if (Gpr.IsConst)
@ -1154,10 +1154,10 @@ namespace Ryujinx.Graphics.Gal.Shader
return "0";
}
break;
}
}
case ShaderIrOperImm Imm:
{
{
//For integer immediates being used as float,
//it's better (for readability) to just return the float value.
if (DstType == OperType.F32)
@ -1170,7 +1170,7 @@ namespace Ryujinx.Graphics.Gal.Shader
}
}
break;
}
}
}
switch (DstType)
@ -1232,8 +1232,8 @@ namespace Ryujinx.Graphics.Gal.Shader
: OperType.F32;
case ShaderIrOperCbuf Cbuf: return OperType.F32;
case ShaderIrOperGpr Gpr: return OperType.F32;
case ShaderIrOperImm Imm: return OperType.I32;
case ShaderIrOperGpr Gpr : return OperType.F32;
case ShaderIrOperImm Imm : return OperType.I32;
case ShaderIrOperImmf Immf: return OperType.F32;
case ShaderIrOperPred Pred: return OperType.Bool;