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* 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
32 lines
1 KiB
C#
32 lines
1 KiB
C#
using Ryujinx.Graphics.Gpu.Memory;
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using Ryujinx.Graphics.Gpu.Shader.HashTable;
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using System;
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namespace Ryujinx.Graphics.Gpu.Shader
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{
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/// <summary>
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/// Shader code accessor.
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/// </summary>
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readonly struct ShaderCodeAccessor : IDataAccessor
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{
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private readonly MemoryManager _memoryManager;
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private readonly ulong _baseAddress;
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/// <summary>
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/// Creates a new shader code accessor.
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/// </summary>
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/// <param name="memoryManager">Memory manager used to access the shader code</param>
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/// <param name="baseAddress">Base address of the shader in memory</param>
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public ShaderCodeAccessor(MemoryManager memoryManager, ulong baseAddress)
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{
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_memoryManager = memoryManager;
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_baseAddress = baseAddress;
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}
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/// <inheritdoc/>
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public ReadOnlySpan<byte> GetSpan(int offset, int length)
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{
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return _memoryManager.GetSpanMapped(_baseAddress + (ulong)offset, length);
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}
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}
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}
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