[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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parent
2457cfc911
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145 changed files with 1445 additions and 1427 deletions
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@ -11,7 +11,6 @@ using Ryujinx.Graphics.Shader.Translation;
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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using System.Threading;
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namespace Ryujinx.Graphics.Gpu.Shader
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@ -73,7 +72,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
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}
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}
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private Queue<ProgramToSave> _programsToSaveQueue;
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private readonly Queue<ProgramToSave> _programsToSaveQueue;
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private readonly ComputeShaderCacheHashTable _computeShaderCache;
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private readonly ShaderCacheHashTable _graphicsShaderCache;
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@ -157,13 +156,12 @@ namespace Ryujinx.Graphics.Gpu.Shader
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{
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if (_diskCacheHostStorage.CacheEnabled)
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{
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ParallelDiskCacheLoader loader = new ParallelDiskCacheLoader(
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ParallelDiskCacheLoader loader = new(
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_context,
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_graphicsShaderCache,
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_computeShaderCache,
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_diskCacheHostStorage,
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cancellationToken,
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ShaderCacheStateUpdate);
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ShaderCacheStateUpdate, cancellationToken);
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loader.LoadShaders();
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@ -214,9 +212,9 @@ namespace Ryujinx.Graphics.Gpu.Shader
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return cpShader;
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}
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ShaderSpecializationState specState = new ShaderSpecializationState(ref computeState);
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GpuAccessorState gpuAccessorState = new GpuAccessorState(poolState, computeState, default, specState);
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GpuAccessor gpuAccessor = new GpuAccessor(_context, channel, gpuAccessorState);
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ShaderSpecializationState specState = new(ref computeState);
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GpuAccessorState gpuAccessorState = new(poolState, computeState, default, specState);
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GpuAccessor gpuAccessor = new(_context, channel, gpuAccessorState);
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TranslatorContext translatorContext = DecodeComputeShader(gpuAccessor, _context.Capabilities.Api, gpuVa);
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TranslatedShader translatedShader = TranslateShader(_dumper, channel, translatorContext, cachedGuestCode);
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@ -241,7 +239,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
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/// <param name="pipeline">Shader pipeline state to be updated</param>
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/// <param name="graphicsState">Current graphics state</param>
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/// <param name="channel">Current GPU channel</param>
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private void UpdatePipelineInfo(
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private static void UpdatePipelineInfo(
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ref ThreedClassState state,
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ref ProgramPipelineState pipeline,
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GpuChannelGraphicsState graphicsState,
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@ -318,8 +316,8 @@ namespace Ryujinx.Graphics.Gpu.Shader
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UpdatePipelineInfo(ref state, ref pipeline, graphicsState, channel);
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ShaderSpecializationState specState = new ShaderSpecializationState(ref graphicsState, ref pipeline, transformFeedbackDescriptors);
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GpuAccessorState gpuAccessorState = new GpuAccessorState(poolState, default, graphicsState, specState, transformFeedbackDescriptors);
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ShaderSpecializationState specState = new(ref graphicsState, ref pipeline, transformFeedbackDescriptors);
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GpuAccessorState gpuAccessorState = new(poolState, default, graphicsState, specState, transformFeedbackDescriptors);
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ReadOnlySpan<ulong> addressesSpan = addresses.AsSpan();
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@ -334,7 +332,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
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if (gpuVa != 0)
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{
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GpuAccessor gpuAccessor = new GpuAccessor(_context, channel, gpuAccessorState, stageIndex);
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GpuAccessor gpuAccessor = new(_context, channel, gpuAccessorState, stageIndex);
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TranslatorContext currentStage = DecodeGraphicsShader(gpuAccessor, api, DefaultFlags, gpuVa);
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if (nextStage != null)
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@ -358,11 +356,11 @@ namespace Ryujinx.Graphics.Gpu.Shader
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}
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CachedShaderStage[] shaders = new CachedShaderStage[Constants.ShaderStages + 1];
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List<ShaderSource> shaderSources = new List<ShaderSource>();
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List<ShaderSource> shaderSources = new();
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TranslatorContext previousStage = null;
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ShaderInfoBuilder infoBuilder = new ShaderInfoBuilder(_context, transformFeedbackDescriptors != null);
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ShaderInfoBuilder infoBuilder = new(_context, transformFeedbackDescriptors != null);
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for (int stageIndex = 0; stageIndex < Constants.ShaderStages; stageIndex++)
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{
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@ -486,7 +484,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
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if (_diskCacheHostStorage.CacheEnabled)
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{
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byte[] binaryCode = _context.Capabilities.Api == TargetApi.Vulkan ? ShaderBinarySerializer.Pack(sources) : null;
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ProgramToSave programToSave = new ProgramToSave(program, hostProgram, binaryCode);
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ProgramToSave programToSave = new(program, hostProgram, binaryCode);
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_programsToSaveQueue.Enqueue(programToSave);
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}
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@ -670,8 +668,8 @@ namespace Ryujinx.Graphics.Gpu.Shader
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pathsB.Prepend(program);
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pathsA.Prepend(program);
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CachedShaderStage vertexAStage = new CachedShaderStage(null, codeA, cb1DataA);
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CachedShaderStage vertexBStage = new CachedShaderStage(program.Info, codeB, cb1DataB);
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CachedShaderStage vertexAStage = new(null, codeA, cb1DataA);
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CachedShaderStage vertexBStage = new(program.Info, codeB, cb1DataB);
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return new TranslatedShaderVertexPair(vertexAStage, vertexBStage, program);
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}
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@ -716,7 +714,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
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ShaderStage.TessellationEvaluation => 2,
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ShaderStage.Geometry => 3,
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ShaderStage.Fragment => 4,
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_ => 0
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_ => 0,
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};
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}
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