[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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2457cfc911
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3b46bb73f7
145 changed files with 1445 additions and 1427 deletions
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@ -190,7 +190,7 @@ namespace Ryujinx.Graphics.Gpu.Shader.DiskCache
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private readonly BlockingCollection<AsyncProgramTranslation> _asyncTranslationQueue;
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private readonly SortedList<int, (CachedShaderProgram, byte[])> _programList;
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private int _backendParallelCompileThreads;
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private readonly int _backendParallelCompileThreads;
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private int _compiledCount;
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private int _totalCount;
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@ -201,22 +201,21 @@ namespace Ryujinx.Graphics.Gpu.Shader.DiskCache
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/// <param name="graphicsCache">Graphics shader cache</param>
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/// <param name="computeCache">Compute shader cache</param>
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/// <param name="hostStorage">Disk cache host storage</param>
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/// <param name="cancellationToken">Cancellation token</param>
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/// <param name="stateChangeCallback">Function to be called when there is a state change, reporting state, compiled and total shaders count</param>
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public ParallelDiskCacheLoader(
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GpuContext context,
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/// <param name="cancellationToken">Cancellation token</param>
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public ParallelDiskCacheLoader(GpuContext context,
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ShaderCacheHashTable graphicsCache,
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ComputeShaderCacheHashTable computeCache,
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DiskCacheHostStorage hostStorage,
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CancellationToken cancellationToken,
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Action<ShaderCacheState, int, int> stateChangeCallback)
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Action<ShaderCacheState, int, int> stateChangeCallback,
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CancellationToken cancellationToken)
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{
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_context = context;
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_graphicsCache = graphicsCache;
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_computeCache = computeCache;
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_hostStorage = hostStorage;
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_cancellationToken = cancellationToken;
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_stateChangeCallback = stateChangeCallback;
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_cancellationToken = cancellationToken;
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_validationQueue = new Queue<ProgramEntry>();
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_compilationQueue = new ConcurrentQueue<ProgramCompilation>();
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_asyncTranslationQueue = new BlockingCollection<AsyncProgramTranslation>(ThreadCount);
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@ -235,7 +234,7 @@ namespace Ryujinx.Graphics.Gpu.Shader.DiskCache
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{
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workThreads[index] = new Thread(ProcessAsyncQueue)
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{
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Name = $"GPU.AsyncTranslationThread.{index}"
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Name = $"GPU.AsyncTranslationThread.{index}",
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};
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}
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@ -367,7 +366,7 @@ namespace Ryujinx.Graphics.Gpu.Shader.DiskCache
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{
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try
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{
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AsyncProgramTranslation asyncTranslation = new AsyncProgramTranslation(guestShaders, specState, programIndex, isCompute);
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AsyncProgramTranslation asyncTranslation = new(guestShaders, specState, programIndex, isCompute);
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_asyncTranslationQueue.Add(asyncTranslation, _cancellationToken);
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}
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catch (OperationCanceledException)
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@ -491,7 +490,7 @@ namespace Ryujinx.Graphics.Gpu.Shader.DiskCache
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{
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ShaderSource[] shaderSources = new ShaderSource[compilation.TranslatedStages.Length];
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ShaderInfoBuilder shaderInfoBuilder = new ShaderInfoBuilder(_context, compilation.SpecializationState.TransformFeedbackDescriptors != null);
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ShaderInfoBuilder shaderInfoBuilder = new(_context, compilation.SpecializationState.TransformFeedbackDescriptors != null);
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for (int index = 0; index < compilation.TranslatedStages.Length; index++)
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{
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@ -502,7 +501,7 @@ namespace Ryujinx.Graphics.Gpu.Shader.DiskCache
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ShaderInfo shaderInfo = shaderInfoBuilder.Build(compilation.SpecializationState.PipelineState, fromCache: true);
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IProgram hostProgram = _context.Renderer.CreateProgram(shaderSources, shaderInfo);
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CachedShaderProgram program = new CachedShaderProgram(hostProgram, compilation.SpecializationState, compilation.Shaders);
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CachedShaderProgram program = new(hostProgram, compilation.SpecializationState, compilation.Shaders);
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// Vulkan's binary code is the SPIR-V used for compilation, so it is ready immediately. Other APIs get this after compilation.
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byte[] binaryCode = _context.Capabilities.Api == TargetApi.Vulkan ? ShaderBinarySerializer.Pack(shaderSources) : null;
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@ -589,12 +588,12 @@ namespace Ryujinx.Graphics.Gpu.Shader.DiskCache
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/// <param name="programIndex">Program index</param>
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private void RecompileGraphicsFromGuestCode(GuestCodeAndCbData?[] guestShaders, ShaderSpecializationState specState, int programIndex)
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{
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ShaderSpecializationState newSpecState = new ShaderSpecializationState(
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ShaderSpecializationState newSpecState = new(
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ref specState.GraphicsState,
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specState.PipelineState,
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specState.TransformFeedbackDescriptors);
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ResourceCounts counts = new ResourceCounts();
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ResourceCounts counts = new();
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TranslatorContext[] translatorContexts = new TranslatorContext[Constants.ShaderStages + 1];
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TranslatorContext nextStage = null;
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@ -610,7 +609,7 @@ namespace Ryujinx.Graphics.Gpu.Shader.DiskCache
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byte[] guestCode = shader.Code;
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byte[] cb1Data = shader.Cb1Data;
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DiskCacheGpuAccessor gpuAccessor = new DiskCacheGpuAccessor(_context, guestCode, cb1Data, specState, newSpecState, counts, stageIndex);
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DiskCacheGpuAccessor gpuAccessor = new(_context, guestCode, cb1Data, specState, newSpecState, counts, stageIndex);
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TranslatorContext currentStage = DecodeGraphicsShader(gpuAccessor, api, DefaultFlags, 0);
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if (nextStage != null)
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@ -623,7 +622,7 @@ namespace Ryujinx.Graphics.Gpu.Shader.DiskCache
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byte[] guestCodeA = guestShaders[0].Value.Code;
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byte[] cb1DataA = guestShaders[0].Value.Cb1Data;
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DiskCacheGpuAccessor gpuAccessorA = new DiskCacheGpuAccessor(_context, guestCodeA, cb1DataA, specState, newSpecState, counts, 0);
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DiskCacheGpuAccessor gpuAccessorA = new(_context, guestCodeA, cb1DataA, specState, newSpecState, counts, 0);
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translatorContexts[0] = DecodeGraphicsShader(gpuAccessorA, api, DefaultFlags | TranslationFlags.VertexA, 0);
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}
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@ -638,7 +637,7 @@ namespace Ryujinx.Graphics.Gpu.Shader.DiskCache
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}
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CachedShaderStage[] shaders = new CachedShaderStage[guestShaders.Length];
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List<ShaderProgram> translatedStages = new List<ShaderProgram>();
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List<ShaderProgram> translatedStages = new();
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TranslatorContext previousStage = null;
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@ -699,9 +698,9 @@ namespace Ryujinx.Graphics.Gpu.Shader.DiskCache
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private void RecompileComputeFromGuestCode(GuestCodeAndCbData?[] guestShaders, ShaderSpecializationState specState, int programIndex)
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{
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GuestCodeAndCbData shader = guestShaders[0].Value;
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ResourceCounts counts = new ResourceCounts();
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ShaderSpecializationState newSpecState = new ShaderSpecializationState(ref specState.ComputeState);
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DiskCacheGpuAccessor gpuAccessor = new DiskCacheGpuAccessor(_context, shader.Code, shader.Cb1Data, specState, newSpecState, counts, 0);
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ResourceCounts counts = new();
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ShaderSpecializationState newSpecState = new(ref specState.ComputeState);
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DiskCacheGpuAccessor gpuAccessor = new(_context, shader.Code, shader.Cb1Data, specState, newSpecState, counts, 0);
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TranslatorContext translatorContext = DecodeComputeShader(gpuAccessor, _context.Capabilities.Api, 0);
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@ -721,4 +720,4 @@ namespace Ryujinx.Graphics.Gpu.Shader.DiskCache
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_stateChangeCallback(ShaderCacheState.Loading, ++_compiledCount, _totalCount);
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}
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}
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}
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}
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