[Ryujinx.Graphics.Shader] Address dotnet-format issues (#5373)
* dotnet format style --severity info Some changes were manually reverted. * Restore a few unused methods and variables * Silence dotnet format IDE0060 warnings * Silence dotnet format IDE0052 warnings * Silence dotnet format IDE0059 warnings * Address or silence dotnet format CA1069 warnings * Address or silence dotnet format CA2211 warnings * Address review comments * Fix formatting for switch expressions * 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 * Run dotnet format whitespace after rebase * 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 * Fix naming rule violation, Convert shader properties to auto-property and convert values to const * Simplify properties and array initialization, Use const when possible, Remove trailing commas * Run dotnet format after rebase * Address IDE0251 warnings * Address a few disabled IDE0060 warnings * Silence IDE0060 in .editorconfig * Run dotnet format after rebase * 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 * Fix naming rule violations * Add trailing commas * Remove unused members and most unnecessary value assignments * Remove more unnecessary assignments * Remove NRE suppressor
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162 changed files with 1611 additions and 1627 deletions
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@ -10,7 +10,7 @@ namespace Ryujinx.Graphics.Shader.StructuredIr
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{
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public static StructuredProgramInfo MakeStructuredProgram(IReadOnlyList<Function> functions, ShaderConfig config)
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{
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StructuredProgramContext context = new StructuredProgramContext(config);
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StructuredProgramContext context = new(config);
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for (int funcIndex = 0; funcIndex < functions.Count; funcIndex++)
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{
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@ -20,7 +20,7 @@ namespace Ryujinx.Graphics.Shader.StructuredIr
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AggregateType returnType = function.ReturnsValue ? AggregateType.S32 : AggregateType.Void;
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AggregateType[] inArguments = new AggregateType[function.InArgumentsCount];
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AggregateType[] inArguments = new AggregateType[function.InArgumentsCount];
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AggregateType[] outArguments = new AggregateType[function.OutArgumentsCount];
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for (int i = 0; i < inArguments.Length; i++)
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@ -79,7 +79,6 @@ namespace Ryujinx.Graphics.Shader.StructuredIr
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{
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IoVariable ioVariable = (IoVariable)operation.GetSource(0).Value;
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bool isOutput = storageKind.IsOutput();
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bool perPatch = storageKind.IsPerPatch();
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int location = 0;
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int component = 0;
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@ -169,9 +168,15 @@ namespace Ryujinx.Graphics.Shader.StructuredIr
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switch (componentsCount)
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{
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case 2: destType |= AggregateType.Vector2; break;
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case 3: destType |= AggregateType.Vector3; break;
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case 4: destType |= AggregateType.Vector4; break;
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case 2:
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destType |= AggregateType.Vector2;
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break;
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case 3:
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destType |= AggregateType.Vector3;
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break;
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case 4:
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destType |= AggregateType.Vector4;
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break;
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}
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AstOperand destVec = context.NewTemp(destType);
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@ -181,7 +186,7 @@ namespace Ryujinx.Graphics.Shader.StructuredIr
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for (int i = 0; i < operation.DestsCount; i++)
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{
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AstOperand dest = context.GetOperand(operation.GetDest(i));
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AstOperand index = new AstOperand(OperandType.Constant, i);
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AstOperand index = new(OperandType.Constant, i);
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dest.VarType = destElemType;
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@ -202,7 +207,7 @@ namespace Ryujinx.Graphics.Shader.StructuredIr
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}
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bool isCondSel = inst == Instruction.ConditionalSelect;
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bool isCopy = inst == Instruction.Copy;
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bool isCopy = inst == Instruction.Copy;
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if (isCondSel || isCopy)
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{
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@ -304,9 +309,9 @@ namespace Ryujinx.Graphics.Shader.StructuredIr
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private static AggregateType GetVarTypeFromUses(Operand dest)
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{
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HashSet<Operand> visited = new HashSet<Operand>();
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HashSet<Operand> visited = new();
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Queue<Operand> pending = new Queue<Operand>();
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Queue<Operand> pending = new();
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bool Enqueue(Operand operand)
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{
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@ -385,7 +390,7 @@ namespace Ryujinx.Graphics.Shader.StructuredIr
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{
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Instruction.ImageLoad or
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Instruction.TextureSample => true,
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_ => false
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_ => false,
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};
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}
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@ -396,7 +401,7 @@ namespace Ryujinx.Graphics.Shader.StructuredIr
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Instruction.Branch or
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Instruction.BranchIfFalse or
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Instruction.BranchIfTrue => true,
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_ => false
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_ => false,
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};
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}
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@ -408,7 +413,7 @@ namespace Ryujinx.Graphics.Shader.StructuredIr
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Instruction.BitwiseExclusiveOr or
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Instruction.BitwiseNot or
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Instruction.BitwiseOr => true,
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_ => false
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_ => false,
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};
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}
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@ -420,8 +425,8 @@ namespace Ryujinx.Graphics.Shader.StructuredIr
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Instruction.BitwiseExclusiveOr => Instruction.LogicalExclusiveOr,
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Instruction.BitwiseNot => Instruction.LogicalNot,
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Instruction.BitwiseOr => Instruction.LogicalOr,
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_ => throw new ArgumentException($"Unexpected instruction \"{inst}\".")
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_ => throw new ArgumentException($"Unexpected instruction \"{inst}\"."),
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};
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}
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}
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}
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}
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