[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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@ -33,7 +33,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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private readonly ShaderProgramInfo[] _currentProgramInfo;
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private ShaderSpecializationState _shaderSpecState;
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private SpecializationStateUpdater _currentSpecState;
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private readonly SpecializationStateUpdater _currentSpecState;
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private ProgramPipelineState _pipeline;
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@ -43,7 +43,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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private uint _vbEnableMask;
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private bool _prevDrawIndexed;
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private bool _prevDrawIndirect;
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private readonly bool _prevDrawIndirect;
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private IndexType _prevIndexType;
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private uint _prevFirstVertex;
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private bool _prevTfEnable;
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@ -448,7 +448,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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int samplesInY = msaaMode.SamplesInY();
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var scissor = _state.State.ScreenScissorState;
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Size sizeHint = new Size((scissor.X + scissor.Width) * samplesInX, (scissor.Y + scissor.Height) * samplesInY, 1);
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Size sizeHint = new((scissor.X + scissor.Width) * samplesInX, (scissor.Y + scissor.Height) * samplesInY, 1);
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int clipRegionWidth = int.MaxValue;
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int clipRegionHeight = int.MaxValue;
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@ -669,7 +669,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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/// </summary>
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private void UpdateDepthTestState()
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{
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DepthTestDescriptor descriptor = new DepthTestDescriptor(
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DepthTestDescriptor descriptor = new(
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_state.State.DepthTestEnable,
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_state.State.DepthWriteEnable,
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_state.State.DepthTestFunc);
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@ -739,7 +739,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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height *= scale;
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}
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Rectangle<float> region = new Rectangle<float>(x, y, width, height);
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Rectangle<float> region = new(x, y, width, height);
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ViewportSwizzle swizzleX = transform.UnpackSwizzleX();
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ViewportSwizzle swizzleY = transform.UnpackSwizzleY();
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@ -751,9 +751,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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if (transform.ScaleZ < 0)
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{
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float temp = depthNear;
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depthNear = depthFar;
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depthFar = temp;
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(depthFar, depthNear) = (depthNear, depthFar);
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}
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viewports[index] = new Viewport(region, swizzleX, swizzleY, swizzleZ, swizzleW, depthNear, depthFar);
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@ -845,7 +843,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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backMask = test.FrontMask;
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}
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StencilTestDescriptor descriptor = new StencilTestDescriptor(
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StencilTestDescriptor descriptor = new(
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test.Enable,
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test.FrontFunc,
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test.FrontSFail,
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@ -939,7 +937,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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{
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VertexAttribType.Sint => Format.R32G32B32A32Sint,
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VertexAttribType.Uint => Format.R32G32B32A32Uint,
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_ => Format.R32G32B32A32Float
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_ => Format.R32G32B32A32Float,
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};
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}
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@ -1017,8 +1015,12 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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switch (indexBuffer.Type)
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{
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case IndexType.UShort: size *= 2; break;
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case IndexType.UInt: size *= 4; break;
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case IndexType.UShort:
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size *= 2;
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break;
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case IndexType.UInt:
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size *= 4;
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break;
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}
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_channel.BufferManager.SetIndexBuffer(gpuVa, size, indexBuffer.Type);
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@ -1338,7 +1340,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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_vtgWritesRtLayer = false;
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ShaderAddresses addresses = new ShaderAddresses();
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ShaderAddresses addresses = new();
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Span<ulong> addressesSpan = addresses.AsSpan();
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ulong baseAddress = _state.State.ShaderBaseAddress.Pack();
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@ -1453,7 +1455,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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// ScaleZ = (Far - Near) / 2
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// DepthNear/Far are sorted such as that Near is always less than Far.
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depthMode = extents.DepthNear != transform.TranslateZ &&
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extents.DepthFar != transform.TranslateZ
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extents.DepthFar != transform.TranslateZ
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? DepthMode.MinusOneToOne
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: DepthMode.ZeroToOne;
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}
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