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[Ryujinx.Graphics.Shader] Address dotnet-format issues (#5373)
* dotnet format style --severity info Some changes were manually reverted. * Restore a few unused methods and variables * Silence dotnet format IDE0060 warnings * Silence dotnet format IDE0052 warnings * Silence dotnet format IDE0059 warnings * Address or silence dotnet format CA1069 warnings * Address or silence dotnet format CA2211 warnings * Address review comments * Fix formatting for switch expressions * 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 * Format if-blocks correctly * Run dotnet format whitespace after rebase * Run dotnet format style after rebase * Run dotnet format whitespace after rebase * Run dotnet format style after rebase * Run dotnet format after rebase and remove unused usings - analyzers - style - whitespace * Disable 'prefer switch expression' rule * Add comments to disabled warnings * Fix naming rule violation, Convert shader properties to auto-property and convert values to const * Simplify properties and array initialization, Use const when possible, Remove trailing commas * Run dotnet format after rebase * Address IDE0251 warnings * Address a few disabled IDE0060 warnings * Silence IDE0060 in .editorconfig * Run dotnet format after rebase * 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 * Fix naming rule violations * Add trailing commas * Remove unused members and most unnecessary value assignments * Remove more unnecessary assignments * Remove NRE suppressor
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162 changed files with 1611 additions and 1627 deletions
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@ -17,7 +17,7 @@ namespace Ryujinx.Graphics.Shader.Translation.Optimizations
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// The base offset of the array of handles on the constant buffer is the constant offset.
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for (LinkedListNode<INode> node = block.Operations.First; node != null; node = node.Next)
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{
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if (!(node.Value is TextureOperation texOp))
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if (node.Value is not TextureOperation texOp)
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{
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continue;
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}
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@ -27,7 +27,7 @@ namespace Ryujinx.Graphics.Shader.Translation.Optimizations
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continue;
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}
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if (!(texOp.GetSource(0).AsgOp is Operation handleAsgOp))
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if (texOp.GetSource(0).AsgOp is not Operation handleAsgOp)
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{
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continue;
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}
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@ -64,17 +64,17 @@ namespace Ryujinx.Graphics.Shader.Translation.Optimizations
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// Plus this whole transform is fundamentally flawed as-is since we have no way to know the array size.
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// Eventually, this should be entirely removed in favor of a implementation that supports true bindless
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// texture access.
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if (!(ldcSrc2.AsgOp is Operation shrOp) || shrOp.Inst != Instruction.ShiftRightU32)
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if (ldcSrc2.AsgOp is not Operation shrOp || shrOp.Inst != Instruction.ShiftRightU32)
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{
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continue;
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}
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if (!(shrOp.GetSource(0).AsgOp is Operation shrOp2) || shrOp2.Inst != Instruction.ShiftRightU32)
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if (shrOp.GetSource(0).AsgOp is not Operation shrOp2 || shrOp2.Inst != Instruction.ShiftRightU32)
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{
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continue;
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}
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if (!(shrOp2.GetSource(0).AsgOp is Operation addOp) || addOp.Inst != Instruction.Add)
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if (shrOp2.GetSource(0).AsgOp is not Operation addOp || addOp.Inst != Instruction.Add)
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{
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continue;
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}
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@ -92,7 +92,7 @@ namespace Ryujinx.Graphics.Shader.Translation.Optimizations
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Operand source = addOp.GetSource(0);
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Operation shrBy3 = new Operation(Instruction.ShiftRightU32, index, source, Const(3));
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Operation shrBy3 = new(Instruction.ShiftRightU32, index, source, Const(3));
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block.Operations.AddBefore(node, shrBy3);
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@ -106,4 +106,4 @@ namespace Ryujinx.Graphics.Shader.Translation.Optimizations
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config.SetUsedTexture(texOp.Inst, texOp.Type, texOp.Format, texOp.Flags, texOp.CbufSlot, handle);
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}
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}
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}
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}
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