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[Ryujinx.Graphics.Gpu] Address dotnet-format issues (#5367)
* 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 * Silence dotnet format IDE0060 warnings * Silence dotnet format IDE0052 warnings * Address dotnet format CA1816 warnings * Address or silence dotnet format CA1069 warnings * Address or silence dotnet format CA2211 warnings * Address remaining dotnet format analyzer warnings * Address review comments * 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 * Another rebase, another dotnet format run * 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 * Remove a few unused parameters * Replace MmeShadowScratch with Array256<uint> * Simplify properties and array initialization, Use const when possible, Remove trailing commas * Start working on disabled warnings * Fix and silence a few dotnet-format warnings again * Run dotnet format after rebase * Address IDE0251 warnings * Silence IDE0060 in .editorconfig * Revert "Simplify properties and array initialization, Use const when possible, Remove trailing commas" This reverts commit 9462e4136c0a2100dc28b20cf9542e06790aa67e. * dotnet format whitespace after rebase * First pass of dotnet format * Add unsafe dotnet format changes * Fix typos * Add trailing commas * Disable formatting for FormatTable * Address review feedback
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145 changed files with 1445 additions and 1427 deletions
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@ -1,6 +1,5 @@
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using Ryujinx.Common;
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using Ryujinx.Graphics.GAL;
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using System;
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using System.Runtime.InteropServices;
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namespace Ryujinx.Graphics.Gpu.Engine.Threed
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@ -17,33 +16,35 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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private int _inlineIndexBufferSize;
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private int _inlineIndexCount;
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private uint[] _buffer;
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private int _bufferOffset;
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#pragma warning disable IDE0051 // Remove unused private member
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private readonly int _bufferOffset;
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#pragma warning restore IDE0051
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/// <summary>
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/// Indicates if any index buffer data has been pushed.
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/// </summary>
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public bool HasInlineIndexData => _inlineIndexCount != 0;
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public readonly bool HasInlineIndexData => _inlineIndexCount != 0;
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/// <summary>
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/// Total numbers of indices that have been pushed.
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/// </summary>
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public int InlineIndexCount => _inlineIndexCount;
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public readonly int InlineIndexCount => _inlineIndexCount;
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/// <summary>
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/// Gets the handle for the host buffer currently holding the inline index buffer data.
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/// </summary>
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/// <returns>Host buffer handle</returns>
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public BufferHandle GetInlineIndexBuffer()
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public readonly BufferHandle GetInlineIndexBuffer()
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{
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return _inlineIndexBuffer;
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}
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/// <summary>
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/// Gets the number of elements on the current inline index buffer,
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/// while also reseting it to zero for the next draw.
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/// while also resetting it to zero for the next draw.
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/// </summary>
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/// <param name="renderer">Host renderer</param>
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/// <returns>Inline index bufffer count</returns>
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/// <returns>Inline index buffer count</returns>
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public int GetAndResetInlineIndexCount(IRenderer renderer)
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{
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UpdateRemaining(renderer);
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@ -114,10 +115,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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/// <param name="value">Index value to be written</param>
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private void PushData(IRenderer renderer, int offset, uint value)
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{
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if (_buffer == null)
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{
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_buffer = new uint[BufferCapacity];
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}
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_buffer ??= new uint[BufferCapacity];
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// We upload data in chunks.
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// If we are at the start of a chunk, then the buffer might be full,
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@ -155,7 +153,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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int baseOffset = (offset - count) * sizeof(uint);
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int length = count * sizeof(uint);
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BufferHandle buffer = GetInlineIndexBuffer(renderer, baseOffset, length);
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renderer.SetBufferData(buffer, baseOffset, MemoryMarshal.Cast<uint, byte>(_buffer).Slice(0, length));
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renderer.SetBufferData(buffer, baseOffset, MemoryMarshal.Cast<uint, byte>(_buffer)[..length]);
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}
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/// <summary>
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