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 639500af48
commit 29f1f078fa
205 changed files with 1020 additions and 1041 deletions

View file

@ -275,7 +275,7 @@ namespace Ryujinx.Graphics.Gal.OpenGL
}
else
{
//Fallback to non-mirrored clamps
// Fallback to non-mirrored clamps
switch (wrap)
{
case GalTextureWrap.MirrorClampToEdge: return TextureWrapMode.ClampToEdge;
@ -291,7 +291,7 @@ namespace Ryujinx.Graphics.Gal.OpenGL
GalTextureFilter minFilter,
GalTextureMipFilter mipFilter)
{
//TODO: Mip (needs mipmap support first).
// TODO: Mip (needs mipmap support first).
switch (minFilter)
{
case GalTextureFilter.Nearest: return TextureMinFilter.Nearest;

View file

@ -96,7 +96,7 @@ namespace Ryujinx.Graphics.Gal.OpenGL
_rasterizer = rasterizer;
_shader = shader;
//These values match OpenGL's defaults
// These values match OpenGL's defaults
_old = new GalPipelineState
{
FrontFace = GalFrontFace.Ccw,
@ -564,14 +564,14 @@ namespace Ryujinx.Graphics.Gal.OpenGL
{
_vaoHandle = GL.GenVertexArray();
//Vertex arrays shouldn't be used anywhere else in OpenGL's backend
//if you want to use it, move this line out of the if
// Vertex arrays shouldn't be used anywhere else in OpenGL's backend
// if you want to use it, move this line out of the if
GL.BindVertexArray(_vaoHandle);
}
foreach (GalVertexAttrib attrib in binding.Attribs)
{
//Skip uninitialized attributes.
// Skip uninitialized attributes.
if (attrib.Size == 0)
{
continue;

View file

@ -77,11 +77,11 @@ namespace Ryujinx.Graphics.Gal.OpenGL
private int _cropRight;
private int _cropBottom;
//This framebuffer is used to attach guest rendertargets,
//think of it as a dummy OpenGL VAO
// This framebuffer is used to attach guest rendertargets,
// think of it as a dummy OpenGL VAO
private int _dummyFrameBuffer;
//These framebuffers are used to blit images
// These framebuffers are used to blit images
private int _srcFb;
private int _dstFb;
@ -109,8 +109,8 @@ namespace Ryujinx.Graphics.Gal.OpenGL
private void TextureDeletionHandler(object sender, int handle)
{
//Texture was deleted, the handle is no longer valid, so
//reset all uses of this handle on a render target.
// Texture was deleted, the handle is no longer valid, so
// reset all uses of this handle on a render target.
for (int attachment = 0; attachment < RenderTargetsCount; attachment++)
{
if (_colorHandles[attachment] == handle)
@ -484,7 +484,7 @@ namespace Ryujinx.Graphics.Gal.OpenGL
GL.BindBuffer(BufferTarget.PixelPackBuffer, _copyPbo);
//The buffer should be large enough to hold the largest texture.
// The buffer should be large enough to hold the largest texture.
int bufferSize = Math.Max(ImageUtils.GetSize(oldImage),
ImageUtils.GetSize(newImage));

View file

@ -115,7 +115,7 @@ namespace Ryujinx.Graphics.Gal.OpenGL
data[1] = flipY;
data[2] = BitConverter.Int32BitsToSingle(instance);
//Invalidate buffer
// Invalidate buffer
GL.BufferData(BufferTarget.UniformBuffer, ExtraDataSize * sizeof(float), IntPtr.Zero, BufferUsageHint.StreamDraw);
GL.BufferSubData(BufferTarget.UniformBuffer, IntPtr.Zero, ExtraDataSize * sizeof(float), (IntPtr)data);
@ -228,9 +228,9 @@ namespace Ryujinx.Graphics.Gal.OpenGL
if (blockIndex < 0)
{
//This may be fine, the compiler may optimize away unused uniform buffers,
//and in this case the above call would return -1 as the buffer has been
//optimized away.
// This may be fine, the compiler may optimize away unused uniform buffers,
// and in this case the above call would return -1 as the buffer has been
// optimized away.
continue;
}

View file

@ -207,7 +207,7 @@ namespace Ryujinx.Graphics.Gal.OpenGL
}
else
{
//TODO: Use KHR_texture_compression_astc_hdr when available
// TODO: Use KHR_texture_compression_astc_hdr when available
if (IsAstc(image.Format))
{
int textureBlockWidth = ImageUtils.GetBlockWidth(image.Format);