misc: chore: Use explicit types in GPU, Device, and Host1x projects

This commit is contained in:
Evan Husted
2025-01-25 14:05:44 -06:00
parent 5099548856
commit 1ae349efb1
55 changed files with 350 additions and 339 deletions

View File

@@ -82,8 +82,8 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
_i2mClass = new InlineToMemoryClass(context, channel, initializeState: false);
var spec = new SpecializationStateUpdater(context);
var drawState = new DrawState();
SpecializationStateUpdater spec = new SpecializationStateUpdater(context);
DrawState drawState = new DrawState();
_drawManager = new DrawManager(context, channel, _state, drawState, spec);
_blendManager = new AdvancedBlendManager(_state);
@@ -253,8 +253,8 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
}
else
{
ref var lhsVec = ref Unsafe.As<T, Vector128<uint>>(ref lhs);
ref var rhsVec = ref Unsafe.As<T, Vector128<uint>>(ref rhs);
ref Vector128<uint> lhsVec = ref Unsafe.As<T, Vector128<uint>>(ref lhs);
ref Vector128<uint> rhsVec = ref Unsafe.As<T, Vector128<uint>>(ref rhs);
return Vector128.EqualsAll(lhsVec, rhsVec) &&
Vector128.EqualsAll(Unsafe.Add(ref lhsVec, 1), Unsafe.Add(ref rhsVec, 1));
@@ -267,8 +267,8 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
/// <param name="masks">Blend enable</param>
public void UpdateBlendEnable(ref Array8<Boolean32> enable)
{
var shadow = ShadowMode;
ref var state = ref _state.State.BlendEnable;
SetMmeShadowRamControlMode shadow = ShadowMode;
ref Array8<Boolean32> state = ref _state.State.BlendEnable;
if (shadow.IsReplay())
{
@@ -294,8 +294,8 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
/// <param name="masks">Color masks</param>
public void UpdateColorMasks(ref Array8<RtColorMask> masks)
{
var shadow = ShadowMode;
ref var state = ref _state.State.RtColorMask;
SetMmeShadowRamControlMode shadow = ShadowMode;
ref Array8<RtColorMask> state = ref _state.State.RtColorMask;
if (shadow.IsReplay())
{
@@ -323,12 +323,12 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
/// <param name="type">Type of the binding</param>
public void UpdateIndexBuffer(uint addrHigh, uint addrLow, IndexType type)
{
var shadow = ShadowMode;
ref var state = ref _state.State.IndexBufferState;
SetMmeShadowRamControlMode shadow = ShadowMode;
ref IndexBufferState state = ref _state.State.IndexBufferState;
if (shadow.IsReplay())
{
ref var shadowState = ref _state.ShadowState.IndexBufferState;
ref IndexBufferState shadowState = ref _state.ShadowState.IndexBufferState;
addrHigh = shadowState.Address.High;
addrLow = shadowState.Address.Low;
type = shadowState.Type;
@@ -345,7 +345,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
if (shadow.IsTrack())
{
ref var shadowState = ref _state.ShadowState.IndexBufferState;
ref IndexBufferState shadowState = ref _state.ShadowState.IndexBufferState;
shadowState.Address.High = addrHigh;
shadowState.Address.Low = addrLow;
shadowState.Type = type;
@@ -360,12 +360,12 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
/// <param name="addrLow">Low part of the address</param>
public void UpdateUniformBufferState(int size, uint addrHigh, uint addrLow)
{
var shadow = ShadowMode;
ref var state = ref _state.State.UniformBufferState;
SetMmeShadowRamControlMode shadow = ShadowMode;
ref UniformBufferState state = ref _state.State.UniformBufferState;
if (shadow.IsReplay())
{
ref var shadowState = ref _state.ShadowState.UniformBufferState;
ref UniformBufferState shadowState = ref _state.ShadowState.UniformBufferState;
size = shadowState.Size;
addrHigh = shadowState.Address.High;
addrLow = shadowState.Address.Low;
@@ -377,7 +377,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
if (shadow.IsTrack())
{
ref var shadowState = ref _state.ShadowState.UniformBufferState;
ref UniformBufferState shadowState = ref _state.ShadowState.UniformBufferState;
shadowState.Size = size;
shadowState.Address.High = addrHigh;
shadowState.Address.Low = addrLow;
@@ -391,8 +391,8 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
/// <param name="offset">Offset to update with</param>
public void SetShaderOffset(int index, uint offset)
{
var shadow = ShadowMode;
ref var shaderState = ref _state.State.ShaderState[index];
SetMmeShadowRamControlMode shadow = ShadowMode;
ref ShaderState shaderState = ref _state.State.ShaderState[index];
if (shadow.IsReplay())
{
@@ -418,8 +418,8 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
/// <param name="ubState">Uniform buffer state</param>
public void UpdateUniformBufferState(UniformBufferState ubState)
{
var shadow = ShadowMode;
ref var state = ref _state.State.UniformBufferState;
SetMmeShadowRamControlMode shadow = ShadowMode;
ref UniformBufferState state = ref _state.State.UniformBufferState;
if (shadow.IsReplay())
{