misc: chore: Use collection expressions in OpenGL project

This commit is contained in:
Evan Husted 2025-01-26 15:50:22 -06:00
parent aa0cb50c5d
commit a5dbcb75d0
8 changed files with 18 additions and 17 deletions

View file

@ -12,7 +12,7 @@ namespace Ryujinx.Graphics.OpenGL.Image
public IntermediatePool(OpenGLRenderer renderer)
{
_renderer = renderer;
_entries = new List<TextureView>();
_entries = [];
}
public TextureView GetOrCreateWithAtLeast(

View file

@ -190,7 +190,8 @@ void main()
{
int csHandle = GL.CreateShader(ShaderType.ComputeShader);
string[] formatTable = new[] { "r8ui", "r16ui", "r32ui", "rg8ui", "rg16ui", "rg32ui", "rgba8ui", "rgba16ui", "rgba32ui" };
string[] formatTable = ["r8ui", "r16ui", "r32ui", "rg8ui", "rg16ui", "rg32ui", "rgba8ui", "rgba16ui", "rgba32ui"
];
string srcFormat = formatTable[srcIndex];
string dstFormat = formatTable[dstIndex];

View file

@ -67,13 +67,13 @@ namespace Ryujinx.Graphics.OpenGL.Image
GL.BindTexture(target, Handle);
int[] swizzleRgba = new int[]
{
int[] swizzleRgba =
[
(int)Info.SwizzleR.Convert(),
(int)Info.SwizzleG.Convert(),
(int)Info.SwizzleB.Convert(),
(int)Info.SwizzleA.Convert(),
};
(int)Info.SwizzleA.Convert()
];
if (Info.Format == Format.A1B5G5R5Unorm)
{