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misc: chore: Use explicit types in Vulkan project
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58 changed files with 682 additions and 667 deletions
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@ -12,6 +12,7 @@ using Silk.NET.Vulkan.Extensions.KHR;
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using System;
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using System.Collections.Generic;
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using System.Runtime.InteropServices;
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using System.Text.RegularExpressions;
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using System.Threading;
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using Format = Ryujinx.Graphics.GAL.Format;
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using PrimitiveTopology = Ryujinx.Graphics.GAL.PrimitiveTopology;
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@ -163,7 +164,7 @@ namespace Ryujinx.Graphics.Vulkan
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if (maxQueueCount >= 2)
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{
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Api.GetDeviceQueue(_device, queueFamilyIndex, 1, out var backgroundQueue);
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Api.GetDeviceQueue(_device, queueFamilyIndex, 1, out Queue backgroundQueue);
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BackgroundQueue = backgroundQueue;
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BackgroundQueueLock = new();
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}
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@ -331,7 +332,7 @@ namespace Ryujinx.Graphics.Vulkan
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Api.GetPhysicalDeviceProperties2(_physicalDevice.PhysicalDevice, &properties2);
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Api.GetPhysicalDeviceFeatures2(_physicalDevice.PhysicalDevice, &features2);
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var portabilityFlags = PortabilitySubsetFlags.None;
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PortabilitySubsetFlags portabilityFlags = PortabilitySubsetFlags.None;
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uint vertexBufferAlignment = 1;
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if (usePortability)
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@ -348,9 +349,9 @@ namespace Ryujinx.Graphics.Vulkan
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featuresCustomBorderColor.CustomBorderColors &&
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featuresCustomBorderColor.CustomBorderColorWithoutFormat;
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ref var properties = ref properties2.Properties;
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ref PhysicalDeviceProperties properties = ref properties2.Properties;
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var hasDriverProperties = _physicalDevice.TryGetPhysicalDeviceDriverPropertiesKHR(Api, out var driverProperties);
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bool hasDriverProperties = _physicalDevice.TryGetPhysicalDeviceDriverPropertiesKHR(Api, out PhysicalDeviceDriverPropertiesKHR driverProperties);
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Vendor = VendorUtils.FromId(properties.VendorID);
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@ -378,7 +379,7 @@ namespace Ryujinx.Graphics.Vulkan
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if (Vendor == Vendor.Nvidia)
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{
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var match = VendorUtils.NvidiaConsumerClassRegex().Match(GpuRenderer);
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Match match = VendorUtils.NvidiaConsumerClassRegex().Match(GpuRenderer);
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if (match != null && int.TryParse(match.Groups[2].Value, out int gpuNumber))
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{
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@ -487,7 +488,7 @@ namespace Ryujinx.Graphics.Vulkan
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_surface = _getSurface(_instance.Instance, Api);
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_physicalDevice = VulkanInitialization.FindSuitablePhysicalDevice(Api, _instance, _surface, _preferredGpuId);
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var queueFamilyIndex = VulkanInitialization.FindSuitableQueueFamily(Api, _physicalDevice, _surface, out uint maxQueueCount);
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uint queueFamilyIndex = VulkanInitialization.FindSuitableQueueFamily(Api, _physicalDevice, _surface, out uint maxQueueCount);
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_device = VulkanInitialization.CreateDevice(Api, _physicalDevice, queueFamilyIndex, maxQueueCount);
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@ -496,7 +497,7 @@ namespace Ryujinx.Graphics.Vulkan
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SwapchainApi = swapchainApi;
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}
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Api.GetDeviceQueue(_device, queueFamilyIndex, 0, out var queue);
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Api.GetDeviceQueue(_device, queueFamilyIndex, 0, out Queue queue);
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Queue = queue;
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QueueLock = new();
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@ -590,7 +591,7 @@ namespace Ryujinx.Graphics.Vulkan
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internal TextureView CreateTextureView(TextureCreateInfo info)
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{
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// This should be disposed when all views are destroyed.
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var storage = CreateTextureStorage(info);
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TextureStorage storage = CreateTextureStorage(info);
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return storage.CreateView(info, 0, 0);
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}
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@ -713,8 +714,8 @@ namespace Ryujinx.Graphics.Vulkan
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Api.GetPhysicalDeviceFeatures2(_physicalDevice.PhysicalDevice, &features2);
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var limits = _physicalDevice.PhysicalDeviceProperties.Limits;
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var mainQueueProperties = _physicalDevice.QueueFamilyProperties[QueueFamilyIndex];
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PhysicalDeviceLimits limits = _physicalDevice.PhysicalDeviceProperties.Limits;
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QueueFamilyProperties mainQueueProperties = _physicalDevice.QueueFamilyProperties[QueueFamilyIndex];
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SystemMemoryType memoryType;
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@ -801,7 +802,7 @@ namespace Ryujinx.Graphics.Vulkan
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for (int i = 0; i < memoryProperties.MemoryHeapCount; i++)
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{
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var heap = memoryProperties.MemoryHeaps[i];
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MemoryHeap heap = memoryProperties.MemoryHeaps[i];
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if ((heap.Flags & MemoryHeapFlags.DeviceLocalBit) == MemoryHeapFlags.DeviceLocalBit)
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{
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totalMemory += heap.Size;
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@ -1030,17 +1031,17 @@ namespace Ryujinx.Graphics.Vulkan
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MemoryAllocator.Dispose();
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foreach (var shader in Shaders)
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foreach (ShaderCollection shader in Shaders)
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{
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shader.Dispose();
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}
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foreach (var texture in Textures)
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foreach (ITexture texture in Textures)
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{
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texture.Release();
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}
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foreach (var sampler in Samplers)
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foreach (SamplerHolder sampler in Samplers)
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{
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sampler.Dispose();
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}
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