mirror of https://github.com/xemu-project/xemu.git
nv2a: Remove nv2a_ prefix on files in nv2a dir
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c69e58ee0f
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@ -1,26 +1,24 @@
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obj-y += lru.o
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obj-y += swizzle.o
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obj-y += nv2a.o
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obj-y += nv2a_debug.o
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obj-y += nv2a_pbus.o
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obj-y += nv2a_pcrtc.o
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obj-y += nv2a_pfb.o
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obj-y += nv2a_pfifo.o
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obj-y += nv2a_pgraph.o
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obj-y += nv2a_pmc.o
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obj-y += nv2a_pramdac.o
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obj-y += nv2a_prmcio.o
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obj-y += nv2a_prmvio.o
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obj-y += nv2a_psh.o
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obj-y += nv2a_ptimer.o
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obj-y += nv2a_pvideo.o
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obj-y += nv2a_shaders.o
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obj-y += nv2a_stubs.o
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obj-y += nv2a_user.o
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obj-y += nv2a_vsh.o
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obj-y += debug.o
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obj-y += pbus.o
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obj-y += pcrtc.o
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obj-y += pfb.o
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obj-y += pfifo.o
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obj-y += pgraph.o
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obj-y += pmc.o
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obj-y += pramdac.o
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obj-y += prmcio.o
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obj-y += prmvio.o
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obj-y += psh.o
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obj-y += ptimer.o
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obj-y += pvideo.o
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obj-y += shaders.o
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obj-y += stubs.o
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obj-y += user.o
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obj-y += vsh.o
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obj-y += gl/
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obj-y += lru.o
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obj-y += swizzle.o
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obj-y += xxhash.o
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xxhash.o-cflags := -O3 -DXXH_FORCE_MEMORY_ACCESS=2
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@ -18,7 +18,7 @@
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* License along with this library; if not, see <http://www.gnu.org/licenses/>.
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*/
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#include "nv2a_debug.h"
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#include "debug.h"
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#ifdef DEBUG_NV2A_GL
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@ -44,9 +44,8 @@
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#include "gl/gloffscreen.h"
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#include "nv2a.h"
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#include "nv2a_debug.h"
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#include "nv2a_shaders.h"
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#include "nv2a_debug.h"
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#include "debug.h"
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#include "shaders.h"
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#include "nv2a_regs.h"
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#define USE_TEXTURE_CACHE 1
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@ -35,8 +35,8 @@
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#include "qapi/qmp/qstring.h"
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#include "nv2a_shaders_common.h"
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#include "nv2a_psh.h"
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#include "shaders_common.h"
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#include "psh.h"
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/*
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* This implements translation of register combiners into glsl
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@ -21,8 +21,9 @@
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#include "qemu/osdep.h"
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#include "qemu-common.h"
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#include "nv2a_shaders_common.h"
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#include "nv2a_shaders.h"
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#include "shaders_common.h"
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#include "shaders.h"
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void qstring_append_fmt(QString *qstring, const char *fmt, ...)
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{
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@ -24,9 +24,9 @@
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#include "qapi/qmp/qstring.h"
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#include "gl/gloffscreen.h"
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#include "nv2a_vsh.h"
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#include "nv2a_psh.h"
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#include "nv2a_regs.h"
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#include "vsh.h"
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#include "psh.h"
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enum ShaderPrimitiveMode {
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PRIM_TYPE_NONE,
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@ -21,7 +21,7 @@
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#ifndef HW_NV2A_SHADERS_COMMON_H
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#define HW_NV2A_SHADERS_COMMON_H
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#include "nv2a_debug.h"
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#include "debug.h"
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#define STRUCT_VERTEX_DATA "struct VertexData {\n" \
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" float inv_w;\n" \
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@ -32,8 +32,8 @@
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#include <stdbool.h>
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#include <assert.h>
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#include "nv2a_shaders_common.h"
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#include "nv2a_vsh.h"
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#include "shaders_common.h"
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#include "vsh.h"
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#define VSH_D3DSCM_CORRECTION 96
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