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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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parent
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162 changed files with 1611 additions and 1627 deletions
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@ -17,15 +17,15 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Spirv
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{
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// Resource pools for Spirv generation. Note: Increase count when more threads are being used.
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private const int GeneratorPoolCount = 1;
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private static ObjectPool<SpvInstructionPool> InstructionPool;
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private static ObjectPool<SpvLiteralIntegerPool> IntegerPool;
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private static object PoolLock;
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private static readonly ObjectPool<SpvInstructionPool> _instructionPool;
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private static readonly ObjectPool<SpvLiteralIntegerPool> _integerPool;
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private static readonly object _poolLock;
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static SpirvGenerator()
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{
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InstructionPool = new (() => new SpvInstructionPool(), GeneratorPoolCount);
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IntegerPool = new (() => new SpvLiteralIntegerPool(), GeneratorPoolCount);
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PoolLock = new object();
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_instructionPool = new(() => new SpvInstructionPool(), GeneratorPoolCount);
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_integerPool = new(() => new SpvLiteralIntegerPool(), GeneratorPoolCount);
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_poolLock = new object();
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}
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private const HelperFunctionsMask NeedsInvocationIdMask =
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@ -40,13 +40,13 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Spirv
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SpvInstructionPool instPool;
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SpvLiteralIntegerPool integerPool;
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lock (PoolLock)
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lock (_poolLock)
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{
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instPool = InstructionPool.Allocate();
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integerPool = IntegerPool.Allocate();
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instPool = _instructionPool.Allocate();
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integerPool = _integerPool.Allocate();
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}
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CodeGenContext context = new CodeGenContext(info, config, instPool, integerPool);
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CodeGenContext context = new(info, config, instPool, integerPool);
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context.AddCapability(Capability.GroupNonUniformBallot);
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context.AddCapability(Capability.GroupNonUniformShuffle);
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@ -133,10 +133,10 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Spirv
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byte[] result = context.Generate();
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lock (PoolLock)
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lock (_poolLock)
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{
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InstructionPool.Release(instPool);
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IntegerPool.Release(integerPool);
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_instructionPool.Release(instPool);
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_integerPool.Release(integerPool);
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}
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return result;
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@ -144,7 +144,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Spirv
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private static void Generate(CodeGenContext context, StructuredProgramInfo info, int funcIndex)
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{
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(var function, var spvFunc) = context.GetFunction(funcIndex);
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var (function, spvFunc) = context.GetFunction(funcIndex);
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context.CurrentFunction = function;
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context.AddFunction(spvFunc);
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@ -160,7 +160,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Spirv
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Generate(context, function.MainBlock);
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// Functions must always end with a return.
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if (!(function.MainBlock.Last is AstOperation operation) ||
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if (function.MainBlock.Last is not AstOperation operation ||
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(operation.Inst != Instruction.Return && operation.Inst != Instruction.Discard))
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{
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context.Return();
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@ -232,7 +232,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Spirv
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InputTopology.LinesAdjacency => ExecutionMode.InputLinesAdjacency,
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InputTopology.Triangles => ExecutionMode.Triangles,
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InputTopology.TrianglesAdjacency => ExecutionMode.InputTrianglesAdjacency,
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_ => throw new InvalidOperationException($"Invalid input topology \"{inputTopology}\".")
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_ => throw new InvalidOperationException($"Invalid input topology \"{inputTopology}\"."),
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});
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context.AddExecutionMode(spvFunc, ExecutionMode.Invocations, (SpvLiteralInteger)context.Config.ThreadsPerInputPrimitive);
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@ -242,7 +242,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Spirv
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OutputTopology.PointList => ExecutionMode.OutputPoints,
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OutputTopology.LineStrip => ExecutionMode.OutputLineStrip,
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OutputTopology.TriangleStrip => ExecutionMode.OutputTriangleStrip,
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_ => throw new InvalidOperationException($"Invalid output topology \"{context.Config.OutputTopology}\".")
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_ => throw new InvalidOperationException($"Invalid output topology \"{context.Config.OutputTopology}\"."),
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});
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int maxOutputVertices = context.Config.GpPassthrough ? context.InputVertices : context.Config.MaxOutputVertices;
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@ -294,7 +294,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Spirv
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private static void Generate(CodeGenContext context, AstBlock block)
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{
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AstBlockVisitor visitor = new AstBlockVisitor(block);
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AstBlockVisitor visitor = new(block);
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var loopTargets = new Dictionary<AstBlock, (SpvInstruction, SpvInstruction)>();
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@ -346,7 +346,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Spirv
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// if the condition is true.
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AstBlock mergeBlock = e.Block.Parent;
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(var loopTarget, var continueTarget) = loopTargets[e.Block];
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var (loopTarget, continueTarget) = loopTargets[e.Block];
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context.Branch(continueTarget);
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context.AddLabel(continueTarget);
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