[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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145 changed files with 1445 additions and 1427 deletions
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@ -31,7 +31,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
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EarlyZForce = 1 << 0,
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PrimitiveTopology = 1 << 1,
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TessellationMode = 1 << 2,
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TransformFeedback = 1 << 3
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TransformFeedback = 1 << 3,
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}
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private QueriedStateFlags _queriedState;
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@ -71,7 +71,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
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{
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TextureFormat = 1 << 0,
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SamplerType = 1 << 1,
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CoordNormalized = 1 << 2
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CoordNormalized = 1 << 2,
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}
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/// <summary>
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@ -440,7 +440,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
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/// <returns>Texture specialization state</returns>
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private Box<TextureSpecializationState> GetOrCreateTextureSpecState(int stageIndex, int handle, int cbufSlot)
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{
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TextureKey key = new TextureKey(stageIndex, handle, cbufSlot);
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TextureKey key = new(stageIndex, handle, cbufSlot);
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if (!_textureSpecialization.TryGetValue(key, out Box<TextureSpecializationState> state))
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{
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@ -459,7 +459,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
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/// <returns>Texture specialization state</returns>
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private Box<TextureSpecializationState> GetTextureSpecState(int stageIndex, int handle, int cbufSlot)
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{
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TextureKey key = new TextureKey(stageIndex, handle, cbufSlot);
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TextureKey key = new(stageIndex, handle, cbufSlot);
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if (_textureSpecialization.TryGetValue(key, out Box<TextureSpecializationState> state))
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{
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@ -694,7 +694,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
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/// <param name="descriptor">Texture descriptor</param>
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/// <returns>True if the state matches, false otherwise</returns>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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private bool MatchesTexture(Box<TextureSpecializationState> specializationState, in Image.TextureDescriptor descriptor)
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private static bool MatchesTexture(Box<TextureSpecializationState> specializationState, in Image.TextureDescriptor descriptor)
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{
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if (specializationState != null)
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{
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@ -756,7 +756,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
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/// <returns>Shader specialization state</returns>
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public static ShaderSpecializationState Read(ref BinarySerializer dataReader)
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{
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ShaderSpecializationState specState = new ShaderSpecializationState();
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ShaderSpecializationState specState = new();
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dataReader.Read(ref specState._queriedState);
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dataReader.Read(ref specState._compute);
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@ -812,7 +812,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
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for (int index = 0; index < count; index++)
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{
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TextureKey textureKey = default;
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Box<TextureSpecializationState> textureState = new Box<TextureSpecializationState>();
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Box<TextureSpecializationState> textureState = new();
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dataReader.ReadWithMagicAndSize(ref textureKey, TexkMagic);
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dataReader.ReadWithMagicAndSize(ref textureState.Value, TexsMagic);
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@ -886,4 +886,4 @@ namespace Ryujinx.Graphics.Gpu.Shader
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}
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}
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}
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}
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}
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