diff options
author | Alex Barney <thealexbarney@gmail.com> | 2019-07-01 21:39:22 -0500 |
---|---|---|
committer | Ac_K <Acoustik666@gmail.com> | 2019-07-02 04:39:22 +0200 |
commit | b2b736abc2569ab5d8199da666aef8d8394844a0 (patch) | |
tree | 88bcc2ae4fb0d4161c95df2cd7edb12388de922a /Ryujinx.Graphics/Shader/StructuredIr/StructuredProgramContext.cs | |
parent | 10c74182babaf8cf6bedaeffd64c3109df4ea816 (diff) |
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
Diffstat (limited to 'Ryujinx.Graphics/Shader/StructuredIr/StructuredProgramContext.cs')
-rw-r--r-- | Ryujinx.Graphics/Shader/StructuredIr/StructuredProgramContext.cs | 10 |
1 files changed, 5 insertions, 5 deletions
diff --git a/Ryujinx.Graphics/Shader/StructuredIr/StructuredProgramContext.cs b/Ryujinx.Graphics/Shader/StructuredIr/StructuredProgramContext.cs index e1f0503a..5d6ff890 100644 --- a/Ryujinx.Graphics/Shader/StructuredIr/StructuredProgramContext.cs +++ b/Ryujinx.Graphics/Shader/StructuredIr/StructuredProgramContext.cs @@ -65,8 +65,8 @@ namespace Ryujinx.Graphics.Shader.StructuredIr private void LookForDoWhileStatements(BasicBlock block) { - //Check if we have any predecessor whose index is greater than the - //current block, this indicates a loop. + // Check if we have any predecessor whose index is greater than the + // current block, this indicates a loop. bool done = false; foreach (BasicBlock predecessor in block.Predecessors.OrderByDescending(x => x.Index)) @@ -146,9 +146,9 @@ namespace Ryujinx.Graphics.Shader.StructuredIr { AddNode(gotoTempAsg); - //For block 0, we don't need to add the extra "reset" at the beggining, - //because it is already the first node to be executed on the shader, - //so it is reset to false by the "local" assignment anyway. + // For block 0, we don't need to add the extra "reset" at the beginning, + // because it is already the first node to be executed on the shader, + // so it is reset to false by the "local" assignment anyway. if (block.Index != 0) { Info.MainBlock.AddFirst(Assign(gotoTempAsg.Destination, Const(IrConsts.False))); |