[Ryujinx.Graphics.Shader] Address dotnet-format issues (#5373)
* dotnet format style --severity info Some changes were manually reverted. * Restore a few unused methods and variables * Silence dotnet format IDE0060 warnings * Silence dotnet format IDE0052 warnings * Silence dotnet format IDE0059 warnings * Address or silence dotnet format CA1069 warnings * Address or silence dotnet format CA2211 warnings * Address review comments * Fix formatting for switch expressions * 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 * Run dotnet format whitespace after rebase * 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 * Fix naming rule violation, Convert shader properties to auto-property and convert values to const * Simplify properties and array initialization, Use const when possible, Remove trailing commas * Run dotnet format after rebase * Address IDE0251 warnings * Address a few disabled IDE0060 warnings * Silence IDE0060 in .editorconfig * Run dotnet format after rebase * Revert "Simplify properties and array initialization, Use const when possible, Remove trailing commas" This reverts commit 9462e4136c0a2100dc28b20cf9542e06790aa67e. * dotnet format whitespace after rebase * First dotnet format pass * Fix naming rule violations * Add trailing commas * Remove unused members and most unnecessary value assignments * Remove more unnecessary assignments * Remove NRE suppressor
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parent
e055217292
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9becbd7d72
162 changed files with 1611 additions and 1627 deletions
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@ -4,7 +4,6 @@ using Ryujinx.Graphics.Shader.Translation.Optimizations;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Linq;
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using static Ryujinx.Graphics.Shader.IntermediateRepresentation.OperandHelper;
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namespace Ryujinx.Graphics.Shader.Translation
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@ -134,7 +133,7 @@ namespace Ryujinx.Graphics.Shader.Translation
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AggregateType.Vector2 => 2,
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AggregateType.Vector3 => 3,
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AggregateType.Vector4 => 4,
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_ => 1
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_ => 1,
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};
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if (elemCount == 1)
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@ -154,9 +153,9 @@ namespace Ryujinx.Graphics.Shader.Translation
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inputs[srcIndex] = operation.GetSource(srcIndex);
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}
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inputs[inputs.Length - 1] = Const(i);
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inputs[^1] = Const(i);
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Operation loadOp = new Operation(Instruction.Load, StorageKind.ConstantBuffer, value, inputs);
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Operation loadOp = new(Instruction.Load, StorageKind.ConstantBuffer, value, inputs);
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node.List.AddBefore(node, loadOp);
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@ -169,8 +168,8 @@ namespace Ryujinx.Graphics.Shader.Translation
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Operand isCurrentIndex = Local();
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Operand selection = Local();
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Operation compareOp = new Operation(Instruction.CompareEqual, isCurrentIndex, new Operand[] { elemIndex, Const(i) });
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Operation selectOp = new Operation(Instruction.ConditionalSelect, selection, new Operand[] { isCurrentIndex, value, result });
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Operation compareOp = new(Instruction.CompareEqual, isCurrentIndex, new Operand[] { elemIndex, Const(i) });
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Operation selectOp = new(Instruction.ConditionalSelect, selection, new Operand[] { isCurrentIndex, value, result });
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node.List.AddBefore(node, compareOp);
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node.List.AddBefore(node, selectOp);
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@ -267,10 +266,8 @@ namespace Ryujinx.Graphics.Shader.Translation
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{
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TextureOperation texOp = (TextureOperation)node.Value;
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bool isBindless = (texOp.Flags & TextureFlags.Bindless) != 0;
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bool intCoords = (texOp.Flags & TextureFlags.IntCoords) != 0;
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bool isArray = (texOp.Type & SamplerType.Array) != 0;
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bool isBindless = (texOp.Flags & TextureFlags.Bindless) != 0;
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bool intCoords = (texOp.Flags & TextureFlags.IntCoords) != 0;
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bool isIndexed = (texOp.Type & SamplerType.Indexed) != 0;
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int coordsCount = texOp.Type.GetDimensions();
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@ -318,10 +315,7 @@ namespace Ryujinx.Graphics.Shader.Translation
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{
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TextureOperation texOp = (TextureOperation)node.Value;
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bool isBindless = (texOp.Flags & TextureFlags.Bindless) != 0;
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bool intCoords = (texOp.Flags & TextureFlags.IntCoords) != 0;
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bool isArray = (texOp.Type & SamplerType.Array) != 0;
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bool isBindless = (texOp.Flags & TextureFlags.Bindless) != 0;
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bool isIndexed = (texOp.Type & SamplerType.Indexed) != 0;
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if (texOp.Inst == Instruction.TextureSize &&
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@ -383,8 +377,8 @@ namespace Ryujinx.Graphics.Shader.Translation
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TextureOperation texOp = (TextureOperation)node.Value;
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bool isBindless = (texOp.Flags & TextureFlags.Bindless) != 0;
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bool intCoords = (texOp.Flags & TextureFlags.IntCoords) != 0;
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bool isBindless = (texOp.Flags & TextureFlags.Bindless) != 0;
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bool intCoords = (texOp.Flags & TextureFlags.IntCoords) != 0;
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bool isCoordNormalized = isBindless || config.GpuAccessor.QueryTextureCoordNormalized(texOp.Handle, texOp.CbufSlot);
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@ -393,7 +387,6 @@ namespace Ryujinx.Graphics.Shader.Translation
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return node;
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}
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bool isArray = (texOp.Type & SamplerType.Array) != 0;
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bool isIndexed = (texOp.Type & SamplerType.Indexed) != 0;
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int coordsCount = texOp.Type.GetDimensions();
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@ -453,7 +446,7 @@ namespace Ryujinx.Graphics.Shader.Translation
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TextureOperation texOp = (TextureOperation)node.Value;
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bool isBindless = (texOp.Flags & TextureFlags.Bindless) != 0;
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bool isGather = (texOp.Flags & TextureFlags.Gather) != 0;
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bool isGather = (texOp.Flags & TextureFlags.Gather) != 0;
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int gatherBiasPrecision = config.GpuAccessor.QueryHostGatherBiasPrecision();
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@ -462,10 +455,12 @@ namespace Ryujinx.Graphics.Shader.Translation
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return node;
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}
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#pragma warning disable IDE0059 // Remove unnecessary value assignment
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bool intCoords = (texOp.Flags & TextureFlags.IntCoords) != 0;
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bool isArray = (texOp.Type & SamplerType.Array) != 0;
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bool isArray = (texOp.Type & SamplerType.Array) != 0;
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bool isIndexed = (texOp.Type & SamplerType.Indexed) != 0;
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#pragma warning restore IDE0059
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int coordsCount = texOp.Type.GetDimensions();
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int coordsIndex = isBindless || isIndexed ? 1 : 0;
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@ -536,7 +531,7 @@ namespace Ryujinx.Graphics.Shader.Translation
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TextureOperation texOp = (TextureOperation)node.Value;
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bool hasOffset = (texOp.Flags & TextureFlags.Offset) != 0;
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bool hasOffset = (texOp.Flags & TextureFlags.Offset) != 0;
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bool hasOffsets = (texOp.Flags & TextureFlags.Offsets) != 0;
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bool hasInvalidOffset = (hasOffset || hasOffsets) && !config.GpuAccessor.QueryHostSupportsNonConstantTextureOffset();
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@ -548,16 +543,16 @@ namespace Ryujinx.Graphics.Shader.Translation
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return node;
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}
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bool isGather = (texOp.Flags & TextureFlags.Gather) != 0;
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bool isGather = (texOp.Flags & TextureFlags.Gather) != 0;
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bool hasDerivatives = (texOp.Flags & TextureFlags.Derivatives) != 0;
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bool intCoords = (texOp.Flags & TextureFlags.IntCoords) != 0;
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bool hasLodBias = (texOp.Flags & TextureFlags.LodBias) != 0;
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bool hasLodLevel = (texOp.Flags & TextureFlags.LodLevel) != 0;
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bool intCoords = (texOp.Flags & TextureFlags.IntCoords) != 0;
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bool hasLodBias = (texOp.Flags & TextureFlags.LodBias) != 0;
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bool hasLodLevel = (texOp.Flags & TextureFlags.LodLevel) != 0;
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bool isArray = (texOp.Type & SamplerType.Array) != 0;
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bool isIndexed = (texOp.Type & SamplerType.Indexed) != 0;
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bool isArray = (texOp.Type & SamplerType.Array) != 0;
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bool isIndexed = (texOp.Type & SamplerType.Indexed) != 0;
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bool isMultisample = (texOp.Type & SamplerType.Multisample) != 0;
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bool isShadow = (texOp.Type & SamplerType.Shadow) != 0;
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bool isShadow = (texOp.Type & SamplerType.Shadow) != 0;
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int coordsCount = texOp.Type.GetDimensions();
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@ -647,12 +642,12 @@ namespace Ryujinx.Graphics.Shader.Translation
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if (hasLodBias)
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{
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sources[dstIndex++] = texOp.GetSource(srcIndex++);
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sources[dstIndex++] = texOp.GetSource(srcIndex++);
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}
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if (isGather && !isShadow)
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{
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sources[dstIndex++] = texOp.GetSource(srcIndex++);
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sources[dstIndex++] = texOp.GetSource(srcIndex++);
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}
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int coordsIndex = isBindless || isIndexed ? 1 : 0;
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@ -712,7 +707,7 @@ namespace Ryujinx.Graphics.Shader.Translation
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newSources[coordsIndex + index] = coordPlusOffset;
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}
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TextureOperation newTexOp = new TextureOperation(
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TextureOperation newTexOp = new(
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Instruction.TextureSample,
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texOp.Type,
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texOp.Format,
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@ -771,7 +766,7 @@ namespace Ryujinx.Graphics.Shader.Translation
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}
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}
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TextureOperation newTexOp = new TextureOperation(
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TextureOperation newTexOp = new(
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Instruction.TextureSample,
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texOp.Type,
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texOp.Format,
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@ -862,13 +857,13 @@ namespace Ryujinx.Graphics.Shader.Translation
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int maxPositive = format switch
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{
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TextureFormat.R8Snorm => sbyte.MaxValue,
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TextureFormat.R8G8Snorm => sbyte.MaxValue,
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TextureFormat.R8G8B8A8Snorm => sbyte.MaxValue,
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TextureFormat.R16Snorm => short.MaxValue,
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TextureFormat.R16G16Snorm => short.MaxValue,
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TextureFormat.R8Snorm => sbyte.MaxValue,
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TextureFormat.R8G8Snorm => sbyte.MaxValue,
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TextureFormat.R8G8B8A8Snorm => sbyte.MaxValue,
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TextureFormat.R16Snorm => short.MaxValue,
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TextureFormat.R16G16Snorm => short.MaxValue,
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TextureFormat.R16G16B16A16Snorm => short.MaxValue,
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_ => 0
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_ => 0,
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};
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// The value being 0 means that the format is not a SNORM format,
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@ -886,8 +881,8 @@ namespace Ryujinx.Graphics.Shader.Translation
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INode[] uses = dest.UseOps.ToArray();
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Operation convOp = new Operation(Instruction.ConvertS32ToFP32, Local(), dest);
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Operation normOp = new Operation(Instruction.FP32 | Instruction.Multiply, Local(), convOp.Dest, ConstF(1f / maxPositive));
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Operation convOp = new(Instruction.ConvertS32ToFP32, Local(), dest);
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Operation normOp = new(Instruction.FP32 | Instruction.Multiply, Local(), convOp.Dest, ConstF(1f / maxPositive));
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node = node.List.AddAfter(node, convOp);
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node = node.List.AddAfter(node, normOp);
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@ -990,4 +985,4 @@ namespace Ryujinx.Graphics.Shader.Translation
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return false;
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}
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}
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}
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}
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