[Ryujinx.Graphics.OpenGL] Address dotnet-format issues (#5372)
* 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 * Address or silence dotnet format IDE1006 warnings * Fix IDE0090 after rebase * 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 * Another rebase, another dotnet format run * Run dotnet format after rebase and remove unused usings - analyzers - style - whitespace * Add comments to disabled warnings * Simplify properties and array initialization, Use const when possible, Remove trailing commas * Start working on disabled warnings * Address a few disabled IDE0060 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 dotnet format pass * Address review feedback
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33 changed files with 198 additions and 197 deletions
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@ -5,30 +5,30 @@ namespace Ryujinx.Graphics.OpenGL
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{
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static class HwCapabilities
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{
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private static readonly Lazy<bool> _supportsAlphaToCoverageDitherControl = new Lazy<bool>(() => HasExtension("GL_NV_alpha_to_coverage_dither_control"));
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private static readonly Lazy<bool> _supportsAstcCompression = new Lazy<bool>(() => HasExtension("GL_KHR_texture_compression_astc_ldr"));
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private static readonly Lazy<bool> _supportsBlendEquationAdvanced = new Lazy<bool>(() => HasExtension("GL_NV_blend_equation_advanced"));
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private static readonly Lazy<bool> _supportsDrawTexture = new Lazy<bool>(() => HasExtension("GL_NV_draw_texture"));
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private static readonly Lazy<bool> _supportsFragmentShaderInterlock = new Lazy<bool>(() => HasExtension("GL_ARB_fragment_shader_interlock"));
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private static readonly Lazy<bool> _supportsFragmentShaderOrdering = new Lazy<bool>(() => HasExtension("GL_INTEL_fragment_shader_ordering"));
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private static readonly Lazy<bool> _supportsGeometryShaderPassthrough = new Lazy<bool>(() => HasExtension("GL_NV_geometry_shader_passthrough"));
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private static readonly Lazy<bool> _supportsImageLoadFormatted = new Lazy<bool>(() => HasExtension("GL_EXT_shader_image_load_formatted"));
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private static readonly Lazy<bool> _supportsIndirectParameters = new Lazy<bool>(() => HasExtension("GL_ARB_indirect_parameters"));
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private static readonly Lazy<bool> _supportsParallelShaderCompile = new Lazy<bool>(() => HasExtension("GL_ARB_parallel_shader_compile"));
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private static readonly Lazy<bool> _supportsPolygonOffsetClamp = new Lazy<bool>(() => HasExtension("GL_EXT_polygon_offset_clamp"));
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private static readonly Lazy<bool> _supportsQuads = new Lazy<bool>(SupportsQuadsCheck);
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private static readonly Lazy<bool> _supportsSeamlessCubemapPerTexture = new Lazy<bool>(() => HasExtension("GL_ARB_seamless_cubemap_per_texture"));
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private static readonly Lazy<bool> _supportsShaderBallot = new Lazy<bool>(() => HasExtension("GL_ARB_shader_ballot"));
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private static readonly Lazy<bool> _supportsShaderViewportLayerArray = new Lazy<bool>(() => HasExtension("GL_ARB_shader_viewport_layer_array"));
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private static readonly Lazy<bool> _supportsViewportArray2 = new Lazy<bool>(() => HasExtension("GL_NV_viewport_array2"));
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private static readonly Lazy<bool> _supportsTextureCompressionBptc = new Lazy<bool>(() => HasExtension("GL_EXT_texture_compression_bptc"));
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private static readonly Lazy<bool> _supportsTextureCompressionRgtc = new Lazy<bool>(() => HasExtension("GL_EXT_texture_compression_rgtc"));
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private static readonly Lazy<bool> _supportsTextureCompressionS3tc = new Lazy<bool>(() => HasExtension("GL_EXT_texture_compression_s3tc"));
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private static readonly Lazy<bool> _supportsTextureShadowLod = new Lazy<bool>(() => HasExtension("GL_EXT_texture_shadow_lod"));
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private static readonly Lazy<bool> _supportsViewportSwizzle = new Lazy<bool>(() => HasExtension("GL_NV_viewport_swizzle"));
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private static readonly Lazy<bool> _supportsAlphaToCoverageDitherControl = new(() => HasExtension("GL_NV_alpha_to_coverage_dither_control"));
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private static readonly Lazy<bool> _supportsAstcCompression = new(() => HasExtension("GL_KHR_texture_compression_astc_ldr"));
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private static readonly Lazy<bool> _supportsBlendEquationAdvanced = new(() => HasExtension("GL_NV_blend_equation_advanced"));
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private static readonly Lazy<bool> _supportsDrawTexture = new(() => HasExtension("GL_NV_draw_texture"));
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private static readonly Lazy<bool> _supportsFragmentShaderInterlock = new(() => HasExtension("GL_ARB_fragment_shader_interlock"));
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private static readonly Lazy<bool> _supportsFragmentShaderOrdering = new(() => HasExtension("GL_INTEL_fragment_shader_ordering"));
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private static readonly Lazy<bool> _supportsGeometryShaderPassthrough = new(() => HasExtension("GL_NV_geometry_shader_passthrough"));
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private static readonly Lazy<bool> _supportsImageLoadFormatted = new(() => HasExtension("GL_EXT_shader_image_load_formatted"));
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private static readonly Lazy<bool> _supportsIndirectParameters = new(() => HasExtension("GL_ARB_indirect_parameters"));
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private static readonly Lazy<bool> _supportsParallelShaderCompile = new(() => HasExtension("GL_ARB_parallel_shader_compile"));
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private static readonly Lazy<bool> _supportsPolygonOffsetClamp = new(() => HasExtension("GL_EXT_polygon_offset_clamp"));
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private static readonly Lazy<bool> _supportsQuads = new(SupportsQuadsCheck);
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private static readonly Lazy<bool> _supportsSeamlessCubemapPerTexture = new(() => HasExtension("GL_ARB_seamless_cubemap_per_texture"));
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private static readonly Lazy<bool> _supportsShaderBallot = new(() => HasExtension("GL_ARB_shader_ballot"));
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private static readonly Lazy<bool> _supportsShaderViewportLayerArray = new(() => HasExtension("GL_ARB_shader_viewport_layer_array"));
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private static readonly Lazy<bool> _supportsViewportArray2 = new(() => HasExtension("GL_NV_viewport_array2"));
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private static readonly Lazy<bool> _supportsTextureCompressionBptc = new(() => HasExtension("GL_EXT_texture_compression_bptc"));
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private static readonly Lazy<bool> _supportsTextureCompressionRgtc = new(() => HasExtension("GL_EXT_texture_compression_rgtc"));
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private static readonly Lazy<bool> _supportsTextureCompressionS3tc = new(() => HasExtension("GL_EXT_texture_compression_s3tc"));
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private static readonly Lazy<bool> _supportsTextureShadowLod = new(() => HasExtension("GL_EXT_texture_shadow_lod"));
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private static readonly Lazy<bool> _supportsViewportSwizzle = new(() => HasExtension("GL_NV_viewport_swizzle"));
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private static readonly Lazy<int> _maximumComputeSharedMemorySize = new Lazy<int>(() => GetLimit(All.MaxComputeSharedMemorySize));
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private static readonly Lazy<int> _storageBufferOffsetAlignment = new Lazy<int>(() => GetLimit(All.ShaderStorageBufferOffsetAlignment));
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private static readonly Lazy<int> _maximumComputeSharedMemorySize = new(() => GetLimit(All.MaxComputeSharedMemorySize));
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private static readonly Lazy<int> _storageBufferOffsetAlignment = new(() => GetLimit(All.ShaderStorageBufferOffsetAlignment));
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public enum GpuVendor
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{
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@ -40,45 +40,44 @@ namespace Ryujinx.Graphics.OpenGL
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Nvidia
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}
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private static readonly Lazy<GpuVendor> _gpuVendor = new Lazy<GpuVendor>(GetGpuVendor);
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private static readonly Lazy<GpuVendor> _gpuVendor = new(GetGpuVendor);
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private static bool _isAMD => _gpuVendor.Value == GpuVendor.AmdWindows || _gpuVendor.Value == GpuVendor.AmdUnix;
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private static bool _isIntel => _gpuVendor.Value == GpuVendor.IntelWindows || _gpuVendor.Value == GpuVendor.IntelUnix;
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private static bool IsIntel => _gpuVendor.Value == GpuVendor.IntelWindows || _gpuVendor.Value == GpuVendor.IntelUnix;
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public static GpuVendor Vendor => _gpuVendor.Value;
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private static Lazy<float> _maxSupportedAnisotropy = new Lazy<float>(GL.GetFloat((GetPName)All.MaxTextureMaxAnisotropy));
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private static readonly Lazy<float> _maxSupportedAnisotropy = new(GL.GetFloat((GetPName)All.MaxTextureMaxAnisotropy));
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public static bool UsePersistentBufferForFlush => _gpuVendor.Value == GpuVendor.AmdWindows || _gpuVendor.Value == GpuVendor.Nvidia;
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public static bool UsePersistentBufferForFlush => _gpuVendor.Value == GpuVendor.AmdWindows || _gpuVendor.Value == GpuVendor.Nvidia;
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public static bool SupportsAlphaToCoverageDitherControl => _supportsAlphaToCoverageDitherControl.Value;
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public static bool SupportsAstcCompression => _supportsAstcCompression.Value;
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public static bool SupportsBlendEquationAdvanced => _supportsBlendEquationAdvanced.Value;
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public static bool SupportsDrawTexture => _supportsDrawTexture.Value;
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public static bool SupportsFragmentShaderInterlock => _supportsFragmentShaderInterlock.Value;
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public static bool SupportsFragmentShaderOrdering => _supportsFragmentShaderOrdering.Value;
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public static bool SupportsGeometryShaderPassthrough => _supportsGeometryShaderPassthrough.Value;
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public static bool SupportsImageLoadFormatted => _supportsImageLoadFormatted.Value;
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public static bool SupportsIndirectParameters => _supportsIndirectParameters.Value;
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public static bool SupportsParallelShaderCompile => _supportsParallelShaderCompile.Value;
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public static bool SupportsPolygonOffsetClamp => _supportsPolygonOffsetClamp.Value;
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public static bool SupportsQuads => _supportsQuads.Value;
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public static bool SupportsSeamlessCubemapPerTexture => _supportsSeamlessCubemapPerTexture.Value;
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public static bool SupportsShaderBallot => _supportsShaderBallot.Value;
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public static bool SupportsShaderViewportLayerArray => _supportsShaderViewportLayerArray.Value;
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public static bool SupportsViewportArray2 => _supportsViewportArray2.Value;
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public static bool SupportsTextureCompressionBptc => _supportsTextureCompressionBptc.Value;
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public static bool SupportsTextureCompressionRgtc => _supportsTextureCompressionRgtc.Value;
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public static bool SupportsTextureCompressionS3tc => _supportsTextureCompressionS3tc.Value;
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public static bool SupportsTextureShadowLod => _supportsTextureShadowLod.Value;
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public static bool SupportsViewportSwizzle => _supportsViewportSwizzle.Value;
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public static bool SupportsAstcCompression => _supportsAstcCompression.Value;
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public static bool SupportsBlendEquationAdvanced => _supportsBlendEquationAdvanced.Value;
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public static bool SupportsDrawTexture => _supportsDrawTexture.Value;
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public static bool SupportsFragmentShaderInterlock => _supportsFragmentShaderInterlock.Value;
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public static bool SupportsFragmentShaderOrdering => _supportsFragmentShaderOrdering.Value;
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public static bool SupportsGeometryShaderPassthrough => _supportsGeometryShaderPassthrough.Value;
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public static bool SupportsImageLoadFormatted => _supportsImageLoadFormatted.Value;
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public static bool SupportsIndirectParameters => _supportsIndirectParameters.Value;
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public static bool SupportsParallelShaderCompile => _supportsParallelShaderCompile.Value;
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public static bool SupportsPolygonOffsetClamp => _supportsPolygonOffsetClamp.Value;
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public static bool SupportsQuads => _supportsQuads.Value;
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public static bool SupportsSeamlessCubemapPerTexture => _supportsSeamlessCubemapPerTexture.Value;
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public static bool SupportsShaderBallot => _supportsShaderBallot.Value;
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public static bool SupportsShaderViewportLayerArray => _supportsShaderViewportLayerArray.Value;
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public static bool SupportsViewportArray2 => _supportsViewportArray2.Value;
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public static bool SupportsTextureCompressionBptc => _supportsTextureCompressionBptc.Value;
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public static bool SupportsTextureCompressionRgtc => _supportsTextureCompressionRgtc.Value;
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public static bool SupportsTextureCompressionS3tc => _supportsTextureCompressionS3tc.Value;
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public static bool SupportsTextureShadowLod => _supportsTextureShadowLod.Value;
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public static bool SupportsViewportSwizzle => _supportsViewportSwizzle.Value;
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public static bool SupportsMismatchingViewFormat => _gpuVendor.Value != GpuVendor.AmdWindows && _gpuVendor.Value != GpuVendor.IntelWindows;
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public static bool SupportsMismatchingViewFormat => _gpuVendor.Value != GpuVendor.AmdWindows && _gpuVendor.Value != GpuVendor.IntelWindows;
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public static bool SupportsNonConstantTextureOffset => _gpuVendor.Value == GpuVendor.Nvidia;
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public static bool RequiresSyncFlush => _gpuVendor.Value == GpuVendor.AmdWindows || _isIntel;
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public static bool RequiresSyncFlush => _gpuVendor.Value == GpuVendor.AmdWindows || IsIntel;
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public static int MaximumComputeSharedMemorySize => _maximumComputeSharedMemorySize.Value;
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public static int StorageBufferOffsetAlignment => _storageBufferOffsetAlignment.Value;
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public static int StorageBufferOffsetAlignment => _storageBufferOffsetAlignment.Value;
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public static float MaximumSupportedAnisotropy => _maxSupportedAnisotropy.Value;
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@ -139,4 +138,4 @@ namespace Ryujinx.Graphics.OpenGL
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return GL.GetError() == ErrorCode.NoError;
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}
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}
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}
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}
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