Add workflow to automatically check code style issues for PRs (#4670)
* Add workflow to perform automated checks for PRs * Downgrade Microsoft.CodeAnalysis to 4.4.0 This is a workaround to fix issues with dotnet-format. See: - https://github.com/dotnet/format/issues/1805 - https://github.com/dotnet/format/issues/1800 * Adjust editorconfig to be more compatible with Ryujinx code-style * Adjust .editorconfig line endings to match .gitattributes * Disable 'prefer switch expression' rule * Remove naming styles These are the default rules, so we don't need to override them. * Silence IDE0060 in .editorconfig * Slightly adjust .editorconfig * Add lost workflow changes * Move .editorconfig comment to the top * .editorconfig: private static readonly fields should be _lowerCamelCase * .editorconfig: Remove alignment for declarations as well * editorconfig: Add rule for local constants * Disable CA1822 for HLE services * Disable CA1822 for ViewModels Bindings won't work with static members, but this issue is silently ignored. * Run dotnet format for the whole solution * Check result code of SDL_GetDisplayBounds * Fix dotnet format style issues * Add missing trailing commas * Update Microsoft.CodeAnalysis.CSharp to 4.6.0 Skipping 4.5.0 since it breaks dotnet format * Restore old default naming rules for dotnet format * Add naming rule exception for CPU tests * checks: Include all files before excluding paths * Fix dotnet format issues * Check dotnet format version * checks: Run dotnet format with severity info again * checks: Disable naming style rules until they won't crash the process anymore * Remove unread private member * checks: Attempt to run analyzers 3 times before giving up * checks: Enable naming style rules again with the new retry logic
This commit is contained in:
parent
487261592e
commit
eb528ae0f0
84 changed files with 252 additions and 160 deletions
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@ -668,7 +668,7 @@ namespace Ryujinx.Graphics.OpenGL
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ShaderStage.TessellationEvaluation => ShaderType.TessEvaluationShader,
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ShaderStage.Geometry => ShaderType.GeometryShader,
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ShaderStage.Fragment => ShaderType.FragmentShader,
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_ => ShaderType.VertexShader
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_ => ShaderType.VertexShader,
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};
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}
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}
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@ -37,7 +37,7 @@ namespace Ryujinx.Graphics.OpenGL
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AmdUnix,
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IntelWindows,
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IntelUnix,
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Nvidia
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Nvidia,
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}
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private static readonly Lazy<GpuVendor> _gpuVendor = new(GetGpuVendor);
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@ -33,7 +33,7 @@ namespace Ryujinx.Graphics.OpenGL.Image
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info.BorderColor.Red,
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info.BorderColor.Green,
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info.BorderColor.Blue,
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info.BorderColor.Alpha
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info.BorderColor.Alpha,
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};
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GL.SamplerParameter(Handle, SamplerParameterName.TextureBorderColor, borderColor);
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@ -133,7 +133,7 @@ void main()
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1 => SizedInternalFormat.R8ui,
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2 => SizedInternalFormat.Rg8ui,
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4 => SizedInternalFormat.Rgba8ui,
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_ => throw new ArgumentException($"Invalid components count {componentsCount}.")
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_ => throw new ArgumentException($"Invalid components count {componentsCount}."),
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};
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}
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else if (componentSize == 2)
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@ -143,7 +143,7 @@ void main()
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1 => SizedInternalFormat.R16ui,
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2 => SizedInternalFormat.Rg16ui,
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4 => SizedInternalFormat.Rgba16ui,
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_ => throw new ArgumentException($"Invalid components count {componentsCount}.")
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_ => throw new ArgumentException($"Invalid components count {componentsCount}."),
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};
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}
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else if (componentSize == 4)
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@ -153,7 +153,7 @@ void main()
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1 => SizedInternalFormat.R32ui,
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2 => SizedInternalFormat.Rg32ui,
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4 => SizedInternalFormat.Rgba32ui,
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_ => throw new ArgumentException($"Invalid components count {componentsCount}.")
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_ => throw new ArgumentException($"Invalid components count {componentsCount}."),
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};
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}
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else
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@ -173,7 +173,7 @@ void main()
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4 => SizedInternalFormat.R32ui,
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8 => SizedInternalFormat.Rg32ui,
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16 => SizedInternalFormat.Rgba32ui,
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_ => throw new ArgumentException($"Invalid bytes per pixel {bytesPerPixel}.")
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_ => throw new ArgumentException($"Invalid bytes per pixel {bytesPerPixel}."),
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};
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}
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@ -72,7 +72,7 @@ namespace Ryujinx.Graphics.OpenGL.Image
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(int)Info.SwizzleR.Convert(),
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(int)Info.SwizzleG.Convert(),
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(int)Info.SwizzleB.Convert(),
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(int)Info.SwizzleA.Convert()
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(int)Info.SwizzleA.Convert(),
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};
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if (Info.Format == Format.A1B5G5R5Unorm)
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@ -210,7 +210,7 @@ namespace Ryujinx.Graphics.OpenGL.Image
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{
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Target.Texture2DMultisample => Target.Texture2D,
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Target.Texture2DMultisampleArray => Target.Texture2DArray,
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_ => Target
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_ => Target,
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};
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TextureView intermmediate = _renderer.TextureCopy.IntermediatePool.GetOrCreateWithAtLeast(
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@ -354,7 +354,7 @@ namespace Ryujinx.Graphics.OpenGL.Image
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TextureTarget.TextureCubeMapArray => (layer / 6) * mipSize,
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TextureTarget.Texture1DArray => layer * mipSize,
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TextureTarget.Texture2DArray => layer * mipSize,
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_ => 0
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_ => 0,
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};
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}
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@ -210,7 +210,7 @@ namespace Ryujinx.Graphics.OpenGL
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GL.Arb.MaxShaderCompilerThreads(Math.Min(Environment.ProcessorCount, 8));
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}
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_counters.Initialize(_pipeline);
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_counters.Initialize();
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// This is required to disable [0, 1] clamping for SNorm outputs on compatibility profiles.
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// This call is expected to fail if we're running with a core profile,
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@ -5,7 +5,6 @@ using Ryujinx.Graphics.OpenGL.Image;
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using Ryujinx.Graphics.OpenGL.Queries;
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using Ryujinx.Graphics.Shader;
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using System;
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using System.Runtime.CompilerServices;
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namespace Ryujinx.Graphics.OpenGL
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{
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@ -44,7 +43,7 @@ namespace Ryujinx.Graphics.OpenGL
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private CounterQueueEvent _activeConditionalRender;
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private Vector4<int>[] _fpIsBgra = new Vector4<int>[SupportBuffer.FragmentIsBgraCount];
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private readonly Vector4<int>[] _fpIsBgra = new Vector4<int>[SupportBuffer.FragmentIsBgraCount];
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private readonly (TextureBase, Format)[] _images;
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private TextureBase _unit0Texture;
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@ -13,8 +13,6 @@ namespace Ryujinx.Graphics.OpenGL.Queries
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public CounterType Type { get; }
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public bool Disposed { get; private set; }
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private readonly Pipeline _pipeline;
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private readonly Queue<CounterQueueEvent> _events = new();
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private CounterQueueEvent _current;
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@ -30,12 +28,10 @@ namespace Ryujinx.Graphics.OpenGL.Queries
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private readonly Thread _consumerThread;
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internal CounterQueue(Pipeline pipeline, CounterType type)
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internal CounterQueue(CounterType type)
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{
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Type = type;
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_pipeline = pipeline;
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QueryTarget glType = GetTarget(Type);
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_queryPool = new Queue<BufferedQuery>(QueryPoolInitialSize);
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@ -14,12 +14,12 @@ namespace Ryujinx.Graphics.OpenGL.Queries
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_counterQueues = new CounterQueue[count];
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}
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public void Initialize(Pipeline pipeline)
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public void Initialize()
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{
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for (int index = 0; index < _counterQueues.Length; index++)
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{
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CounterType type = (CounterType)index;
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_counterQueues[index] = new CounterQueue(pipeline, type);
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_counterQueues[index] = new CounterQueue(type);
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}
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}
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@ -41,7 +41,7 @@ namespace Ryujinx.Graphics.OpenGL
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{
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Info = view.Info,
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View = view,
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RemainingFrames = DisposedLiveFrames
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RemainingFrames = DisposedLiveFrames,
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});
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}
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}
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@ -24,7 +24,7 @@ namespace Ryujinx.Graphics.OpenGL
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SyncHandle handle = new()
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{
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ID = id,
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Handle = GL.FenceSync(SyncCondition.SyncGpuCommandsComplete, WaitSyncFlags.None)
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Handle = GL.FenceSync(SyncCondition.SyncGpuCommandsComplete, WaitSyncFlags.None),
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};
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