misc: chore: Use explicit types in Vulkan project

This commit is contained in:
Evan Husted 2025-01-25 14:12:17 -06:00
parent e6b393e420
commit 2d1a4c3ce5
58 changed files with 682 additions and 667 deletions

View file

@ -81,7 +81,7 @@ namespace Ryujinx.Graphics.Vulkan
gd.Shaders.Add(this);
var internalShaders = new Shader[shaders.Length];
Shader[] internalShaders = new Shader[shaders.Length];
_infos = new PipelineShaderStageCreateInfo[shaders.Length];
@ -93,7 +93,7 @@ namespace Ryujinx.Graphics.Vulkan
for (int i = 0; i < shaders.Length; i++)
{
var shader = new Shader(gd.Api, device, shaders[i]);
Shader shader = new Shader(gd.Api, device, shaders[i]);
stages |= 1u << shader.StageFlags switch
{
@ -173,7 +173,7 @@ namespace Ryujinx.Graphics.Vulkan
// Can't use any of the reserved usages.
for (int i = 0; i < uniformUsage.Count; i++)
{
var binding = uniformUsage[i].Binding;
int binding = uniformUsage[i].Binding;
if (reserved.Contains(binding) ||
binding >= Constants.MaxPushDescriptorBinding ||
@ -203,7 +203,7 @@ namespace Ryujinx.Graphics.Vulkan
// The reserved bindings were selected when determining if push descriptors could be used.
int[] reserved = gd.GetPushDescriptorReservedBindings(false);
var result = new ResourceDescriptorCollection[sets.Count];
ResourceDescriptorCollection[] result = new ResourceDescriptorCollection[sets.Count];
for (int i = 0; i < sets.Count; i++)
{
@ -212,7 +212,7 @@ namespace Ryujinx.Graphics.Vulkan
// Push descriptors apply here. Remove reserved bindings.
ResourceDescriptorCollection original = sets[i];
var pdUniforms = new ResourceDescriptor[original.Descriptors.Count];
ResourceDescriptor[] pdUniforms = new ResourceDescriptor[original.Descriptors.Count];
int j = 0;
foreach (ResourceDescriptor descriptor in original.Descriptors)
@ -364,7 +364,7 @@ namespace Ryujinx.Graphics.Vulkan
private DescriptorSetTemplate[] BuildTemplates(bool usePushDescriptors)
{
var templates = new DescriptorSetTemplate[BindingSegments.Length];
DescriptorSetTemplate[] templates = new DescriptorSetTemplate[BindingSegments.Length];
for (int setIndex = 0; setIndex < BindingSegments.Length; setIndex++)
{
@ -433,9 +433,9 @@ namespace Ryujinx.Graphics.Vulkan
PipelineStageFlags buffer = PipelineStageFlags.None;
PipelineStageFlags texture = PipelineStageFlags.None;
foreach (var set in setUsages)
foreach (ResourceUsageCollection set in setUsages)
{
foreach (var range in set.Usages)
foreach (ResourceUsage range in set.Usages)
{
if (range.Write)
{
@ -498,7 +498,7 @@ namespace Ryujinx.Graphics.Vulkan
for (int i = 0; i < _shaders.Length; i++)
{
var shader = _shaders[i];
Shader shader = _shaders[i];
if (shader.CompileStatus != ProgramLinkStatus.Success)
{
@ -557,12 +557,12 @@ namespace Ryujinx.Graphics.Vulkan
// First, we need to create a render pass object compatible with the one that will be used at runtime.
// The active attachment formats have been provided by the abstraction layer.
var renderPass = CreateDummyRenderPass();
DisposableRenderPass renderPass = CreateDummyRenderPass();
PipelineState pipeline = _state.ToVulkanPipelineState(_gd);
// Copy the shader stage info to the pipeline.
var stages = pipeline.Stages.AsSpan();
Span<PipelineShaderStageCreateInfo> stages = pipeline.Stages.AsSpan();
for (int i = 0; i < _shaders.Length; i++)
{