misc: chore: Use explicit types in Shader project

This commit is contained in:
Evan Husted 2025-01-25 14:07:59 -06:00
parent 68bbb29be6
commit f2aa6b3a5b
39 changed files with 726 additions and 725 deletions

View file

@ -20,7 +20,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Msl
CodeGenContext context = new(info, parameters);
var sets = Declarations.Declare(context, info);
int[] sets = Declarations.Declare(context, info);
if (info.Functions.Count != 0)
{
@ -168,15 +168,15 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Msl
args = args.Append($"constant ConstantBuffers &constant_buffers [[buffer({Defaults.ConstantBuffersIndex})]]").ToArray();
args = args.Append($"device StorageBuffers &storage_buffers [[buffer({Defaults.StorageBuffersIndex})]]").ToArray();
foreach (var set in sets)
foreach (int set in sets)
{
var bindingIndex = set + Defaults.BaseSetIndex;
long bindingIndex = set + Defaults.BaseSetIndex;
args = args.Append($"constant {Declarations.GetNameForSet(set)} &{Declarations.GetNameForSet(set, true)} [[buffer({bindingIndex})]]").ToArray();
}
}
var funcPrefix = $"{funcKeyword} {returnType} {funcName ?? function.Name}(";
var indent = new string(' ', funcPrefix.Length);
string funcPrefix = $"{funcKeyword} {returnType} {funcName ?? function.Name}(";
string indent = new string(' ', funcPrefix.Length);
return $"{funcPrefix}{string.Join($", \n{indent}", args)})";
}