Make structs readonly when applicable (#4002)
* Make all structs readonly when applicable. It should reduce amount of needless defensive copies * Make structs with trivial boilerplate equality code record structs * Remove unnecessary readonly modifiers from TextureCreateInfo * Make BitMap structs readonly too
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133 changed files with 156 additions and 378 deletions
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@ -5,7 +5,7 @@ namespace Ryujinx.Graphics.Gpu.Image
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/// <summary>
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/// Represents texture format information.
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/// </summary>
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struct FormatInfo
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readonly struct FormatInfo
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{
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/// <summary>
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/// A default, generic RGBA8 texture format.
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@ -7,7 +7,7 @@ namespace Ryujinx.Graphics.Gpu.Image
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/// Texture binding information.
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/// This is used for textures that needs to be accessed from shaders.
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/// </summary>
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struct TextureBindingInfo
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readonly struct TextureBindingInfo
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{
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/// <summary>
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/// Shader sampler target type.
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@ -16,7 +16,7 @@ namespace Ryujinx.Graphics.Gpu.Image
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/// </summary>
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class TextureCache : IDisposable
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{
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private struct OverlapInfo
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private readonly struct OverlapInfo
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{
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public TextureViewCompatibility Compatibility { get; }
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public int FirstLayer { get; }
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@ -14,7 +14,7 @@ namespace Ryujinx.Graphics.Gpu.Image
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/// <summary>
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/// An overlapping texture group with a given view compatibility.
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/// </summary>
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struct TextureIncompatibleOverlap
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readonly struct TextureIncompatibleOverlap
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{
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public readonly TextureGroup Group;
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public readonly TextureViewCompatibility Compatibility;
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@ -6,7 +6,7 @@ namespace Ryujinx.Graphics.Gpu.Image
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/// <summary>
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/// Texture information.
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/// </summary>
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struct TextureInfo
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readonly struct TextureInfo
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{
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/// <summary>
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/// Address of the texture in GPU mapped memory.
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