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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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parent
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commit
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145 changed files with 1445 additions and 1427 deletions
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@ -92,7 +92,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
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ShaderStage.TessellationEvaluation => 2,
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ShaderStage.Geometry => 3,
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ShaderStage.Fragment => 4,
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_ => 0
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_ => 0,
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});
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ResourceStages stages = info.Stage switch
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@ -103,7 +103,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
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ShaderStage.TessellationEvaluation => ResourceStages.TessellationEvaluation,
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ShaderStage.Geometry => ResourceStages.Geometry,
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ShaderStage.Fragment => ResourceStages.Fragment,
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_ => ResourceStages.None
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_ => ResourceStages.None,
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};
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int uniformsPerStage = (int)_context.Capabilities.MaximumUniformBuffersPerStage;
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@ -236,7 +236,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
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usages[index] = new ResourceUsageCollection(_resourceUsages[index].ToArray().AsReadOnly());
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}
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ResourceLayout resourceLayout = new ResourceLayout(descriptors.AsReadOnly(), usages.AsReadOnly());
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ResourceLayout resourceLayout = new(descriptors.AsReadOnly(), usages.AsReadOnly());
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if (pipeline.HasValue)
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{
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@ -262,7 +262,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
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ProgramPipelineState? pipeline,
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bool tfEnabled)
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{
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ShaderInfoBuilder builder = new ShaderInfoBuilder(context, tfEnabled);
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ShaderInfoBuilder builder = new(context, tfEnabled);
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foreach (CachedShaderStage program in programs)
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{
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@ -284,11 +284,11 @@ namespace Ryujinx.Graphics.Gpu.Shader
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/// <returns>Shader information</returns>
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public static ShaderInfo BuildForCompute(GpuContext context, ShaderProgramInfo info, bool fromCache = false)
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{
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ShaderInfoBuilder builder = new ShaderInfoBuilder(context, tfEnabled: false);
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ShaderInfoBuilder builder = new(context, tfEnabled: false);
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builder.AddStageInfo(info);
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return builder.Build(null, fromCache);
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}
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}
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}
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}
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