misc: chore: Use explicit types in GPU, Device, and Host1x projects
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@@ -6,10 +6,12 @@ using Ryujinx.Graphics.Gpu.Shader.DiskCache;
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using Ryujinx.Graphics.Shader;
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using System;
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using System.Collections.Generic;
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using System.Collections.ObjectModel;
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using System.Linq;
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using System.Numerics;
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using System.Runtime.CompilerServices;
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using System.Runtime.InteropServices;
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using TextureDescriptor = Ryujinx.Graphics.Shader.TextureDescriptor;
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namespace Ryujinx.Graphics.Gpu.Shader
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{
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@@ -214,23 +216,23 @@ namespace Ryujinx.Graphics.Gpu.Shader
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CachedShaderStage stage = stages[i];
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if (stage?.Info != null)
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{
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var textures = stage.Info.Textures;
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var images = stage.Info.Images;
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ReadOnlyCollection<TextureDescriptor> textures = stage.Info.Textures;
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ReadOnlyCollection<TextureDescriptor> images = stage.Info.Images;
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var texBindings = new Box<TextureSpecializationState>[textures.Count];
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var imageBindings = new Box<TextureSpecializationState>[images.Count];
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Box<TextureSpecializationState>[] texBindings = new Box<TextureSpecializationState>[textures.Count];
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Box<TextureSpecializationState>[] imageBindings = new Box<TextureSpecializationState>[images.Count];
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int stageIndex = Math.Max(i - 1, 0); // Don't count VertexA for looking up spec state. No-Op for compute.
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for (int j = 0; j < textures.Count; j++)
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{
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var texture = textures[j];
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TextureDescriptor texture = textures[j];
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texBindings[j] = GetTextureSpecState(stageIndex, texture.HandleIndex, texture.CbufSlot);
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}
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for (int j = 0; j < images.Count; j++)
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{
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var image = images[j];
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TextureDescriptor image = images[j];
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imageBindings[j] = GetTextureSpecState(stageIndex, image.HandleIndex, image.CbufSlot);
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}
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@@ -753,7 +755,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
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ReadOnlySpan<int> cachedTextureBuffer = Span<int>.Empty;
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ReadOnlySpan<int> cachedSamplerBuffer = Span<int>.Empty;
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foreach (var kv in _allTextures)
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foreach (KeyValuePair<TextureKey, Box<TextureSpecializationState>> kv in _allTextures)
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{
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TextureKey textureKey = kv.Key;
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@@ -1009,10 +1011,10 @@ namespace Ryujinx.Graphics.Gpu.Shader
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ushort count = (ushort)_textureSpecialization.Count;
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dataWriter.Write(ref count);
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foreach (var kv in _textureSpecialization)
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foreach (KeyValuePair<TextureKey, Box<TextureSpecializationState>> kv in _textureSpecialization)
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{
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var textureKey = kv.Key;
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var textureState = kv.Value;
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TextureKey textureKey = kv.Key;
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Box<TextureSpecializationState> textureState = kv.Value;
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dataWriter.WriteWithMagicAndSize(ref textureKey, TexkMagic);
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dataWriter.WriteWithMagicAndSize(ref textureState.Value, TexsMagic);
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@@ -1023,10 +1025,10 @@ namespace Ryujinx.Graphics.Gpu.Shader
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count = (ushort)_textureArrayFromBufferSpecialization.Count;
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dataWriter.Write(ref count);
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foreach (var kv in _textureArrayFromBufferSpecialization)
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foreach (KeyValuePair<TextureKey, int> kv in _textureArrayFromBufferSpecialization)
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{
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var textureKey = kv.Key;
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var length = kv.Value;
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TextureKey textureKey = kv.Key;
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int length = kv.Value;
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dataWriter.WriteWithMagicAndSize(ref textureKey, TexkMagic);
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dataWriter.Write(ref length);
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@@ -1038,10 +1040,10 @@ namespace Ryujinx.Graphics.Gpu.Shader
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count = (ushort)_textureArrayFromPoolSpecialization.Count;
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dataWriter.Write(ref count);
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foreach (var kv in _textureArrayFromPoolSpecialization)
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foreach (KeyValuePair<bool, int> kv in _textureArrayFromPoolSpecialization)
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{
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var textureKey = kv.Key;
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var length = kv.Value;
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bool textureKey = kv.Key;
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int length = kv.Value;
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dataWriter.WriteWithMagicAndSize(ref textureKey, TexkMagic);
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dataWriter.Write(ref length);
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