[Ryujinx.Headless.SDL2] Address dotnet-format issues (#5379)

* dotnet format style --severity info

Some changes were manually reverted.

* dotnet format analyzers --serverity info

Some changes have been minimally adapted.

* Restore a few unused methods and variables

* Address or silence dotnet format CA1806 and a few CA1854 warnings

* Address most dotnet format whitespace warnings

* Apply dotnet format whitespace formatting

A few of them have been manually reverted and the corresponding warning was silenced

* Simplify properties and array initialization, Use const when possible, Remove trailing commas

* Revert "Simplify properties and array initialization, Use const when possible, Remove trailing commas"

This reverts commit 9462e4136c0a2100dc28b20cf9542e06790aa67e.

* dotnet format whitespace after rebase

* First dotnet format pass

* Add trailing commas

* Fix naming and formatting issues
This commit is contained in:
TSRBerry 2023-06-28 19:03:27 +02:00 committed by GitHub
parent 49bb449741
commit 396b8a48aa
9 changed files with 218 additions and 208 deletions

View file

@ -11,23 +11,31 @@ namespace Ryujinx.Headless.SDL2.OpenGL
{
class OpenGLWindow : WindowBase
{
private static void CheckResult(int result)
{
if (result < 0)
{
throw new InvalidOperationException($"SDL_GL function returned an error: {SDL_GetError()}");
}
}
private static void SetupOpenGLAttributes(bool sharedContext, GraphicsDebugLevel debugLevel)
{
SDL_GL_SetAttribute(SDL_GLattr.SDL_GL_CONTEXT_MAJOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GLattr.SDL_GL_CONTEXT_MINOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GLattr.SDL_GL_CONTEXT_PROFILE_MASK, SDL_GLprofile.SDL_GL_CONTEXT_PROFILE_COMPATIBILITY);
SDL_GL_SetAttribute(SDL_GLattr.SDL_GL_CONTEXT_FLAGS, debugLevel != GraphicsDebugLevel.None ? (int)SDL_GLcontext.SDL_GL_CONTEXT_DEBUG_FLAG : 0);
SDL_GL_SetAttribute(SDL_GLattr.SDL_GL_SHARE_WITH_CURRENT_CONTEXT, sharedContext ? 1 : 0);
CheckResult(SDL_GL_SetAttribute(SDL_GLattr.SDL_GL_CONTEXT_MAJOR_VERSION, 3));
CheckResult(SDL_GL_SetAttribute(SDL_GLattr.SDL_GL_CONTEXT_MINOR_VERSION, 3));
CheckResult(SDL_GL_SetAttribute(SDL_GLattr.SDL_GL_CONTEXT_PROFILE_MASK, SDL_GLprofile.SDL_GL_CONTEXT_PROFILE_COMPATIBILITY));
CheckResult(SDL_GL_SetAttribute(SDL_GLattr.SDL_GL_CONTEXT_FLAGS, debugLevel != GraphicsDebugLevel.None ? (int)SDL_GLcontext.SDL_GL_CONTEXT_DEBUG_FLAG : 0));
CheckResult(SDL_GL_SetAttribute(SDL_GLattr.SDL_GL_SHARE_WITH_CURRENT_CONTEXT, sharedContext ? 1 : 0));
SDL_GL_SetAttribute(SDL_GLattr.SDL_GL_ACCELERATED_VISUAL, 1);
SDL_GL_SetAttribute(SDL_GLattr.SDL_GL_RED_SIZE, 8);
SDL_GL_SetAttribute(SDL_GLattr.SDL_GL_GREEN_SIZE, 8);
SDL_GL_SetAttribute(SDL_GLattr.SDL_GL_BLUE_SIZE, 8);
SDL_GL_SetAttribute(SDL_GLattr.SDL_GL_ALPHA_SIZE, 8);
SDL_GL_SetAttribute(SDL_GLattr.SDL_GL_DEPTH_SIZE, 16);
SDL_GL_SetAttribute(SDL_GLattr.SDL_GL_STENCIL_SIZE, 0);
SDL_GL_SetAttribute(SDL_GLattr.SDL_GL_DOUBLEBUFFER, 1);
SDL_GL_SetAttribute(SDL_GLattr.SDL_GL_STEREO, 0);
CheckResult(SDL_GL_SetAttribute(SDL_GLattr.SDL_GL_ACCELERATED_VISUAL, 1));
CheckResult(SDL_GL_SetAttribute(SDL_GLattr.SDL_GL_RED_SIZE, 8));
CheckResult(SDL_GL_SetAttribute(SDL_GLattr.SDL_GL_GREEN_SIZE, 8));
CheckResult(SDL_GL_SetAttribute(SDL_GLattr.SDL_GL_BLUE_SIZE, 8));
CheckResult(SDL_GL_SetAttribute(SDL_GLattr.SDL_GL_ALPHA_SIZE, 8));
CheckResult(SDL_GL_SetAttribute(SDL_GLattr.SDL_GL_DEPTH_SIZE, 16));
CheckResult(SDL_GL_SetAttribute(SDL_GLattr.SDL_GL_STENCIL_SIZE, 0));
CheckResult(SDL_GL_SetAttribute(SDL_GLattr.SDL_GL_DOUBLEBUFFER, 1));
CheckResult(SDL_GL_SetAttribute(SDL_GLattr.SDL_GL_STEREO, 0));
}
private class OpenToolkitBindingsContext : IBindingsContext
@ -40,9 +48,9 @@ namespace Ryujinx.Headless.SDL2.OpenGL
private class SDL2OpenGLContext : IOpenGLContext
{
private IntPtr _context;
private IntPtr _window;
private bool _shouldDisposeWindow;
private readonly IntPtr _context;
private readonly IntPtr _window;
private readonly bool _shouldDisposeWindow;
public SDL2OpenGLContext(IntPtr context, IntPtr window, bool shouldDisposeWindow = true)
{
@ -62,9 +70,9 @@ namespace Ryujinx.Headless.SDL2.OpenGL
GL.LoadBindings(new OpenToolkitBindingsContext());
SDL_GL_SetAttribute(SDL_GLattr.SDL_GL_SHARE_WITH_CURRENT_CONTEXT, 0);
CheckResult(SDL_GL_SetAttribute(SDL_GLattr.SDL_GL_SHARE_WITH_CURRENT_CONTEXT, 0));
SDL_GL_MakeCurrent(windowHandle, IntPtr.Zero);
CheckResult(SDL_GL_MakeCurrent(windowHandle, IntPtr.Zero));
return new SDL2OpenGLContext(context, windowHandle);
}
@ -99,7 +107,7 @@ namespace Ryujinx.Headless.SDL2.OpenGL
}
}
private GraphicsDebugLevel _glLogLevel;
private readonly GraphicsDebugLevel _glLogLevel;
private SDL2OpenGLContext _openGLContext;
public OpenGLWindow(
@ -120,7 +128,7 @@ namespace Ryujinx.Headless.SDL2.OpenGL
// Ensure to not share this context with other contexts before this point.
SetupOpenGLAttributes(false, _glLogLevel);
IntPtr context = SDL_GL_CreateContext(WindowHandle);
SDL_GL_SetSwapInterval(1);
CheckResult(SDL_GL_SetSwapInterval(1));
if (context == IntPtr.Zero)
{
@ -157,7 +165,7 @@ namespace Ryujinx.Headless.SDL2.OpenGL
Device.DisposeGpu();
// Unbind context and destroy everything
SDL_GL_MakeCurrent(WindowHandle, IntPtr.Zero);
CheckResult(SDL_GL_MakeCurrent(WindowHandle, IntPtr.Zero));
_openGLContext.Dispose();
}
@ -166,4 +174,4 @@ namespace Ryujinx.Headless.SDL2.OpenGL
SDL_GL_SwapWindow(WindowHandle);
}
}
}
}