Refactor Share Buffer Implementation to Follow Code Style Guidelines
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@@ -381,7 +381,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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{
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BufferDescriptor sb = info.SBuffers[index];
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(var physical, ulong sbDescAddress) = _channel.BufferManager.GetGraphicsUniformBufferAddress(stage, sb.SbCbSlot);
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(PhysicalMemory physical, ulong sbDescAddress) = _channel.BufferManager.GetGraphicsUniformBufferAddress(stage, sb.SbCbSlot);
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sbDescAddress += (ulong)sb.SbCbOffset * 4;
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SbDescriptor sbDescriptor = physical.Read<SbDescriptor>(sbDescAddress);
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@@ -505,7 +505,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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rtNoAlphaMask |= 1u << index;
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}
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var colorTextureCache = memoryManager.GetBackingMemory(colorState.Address.Pack()).TextureCache;
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TextureCache colorTextureCache = memoryManager.GetBackingMemory(colorState.Address.Pack()).TextureCache;
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Image.Texture color = colorTextureCache.FindOrCreateTexture(
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memoryManager,
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@@ -545,7 +545,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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{
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RtDepthStencilState dsState = _state.State.RtDepthStencilState;
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Size3D dsSize = _state.State.RtDepthStencilSize;
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var dsTextureCache = memoryManager.GetBackingMemory(dsState.Address.Pack()).TextureCache;
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TextureCache dsTextureCache = memoryManager.GetBackingMemory(dsState.Address.Pack()).TextureCache;
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depthStencil = dsTextureCache.FindOrCreateTexture(
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memoryManager,
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@@ -1436,7 +1436,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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// Shader stages on different address spaces are not supported right now,
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// but it should never happen in practice anyway.
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var shaderCache = _channel.MemoryManager.GetBackingMemory(addresses.VertexB).ShaderCache;
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ShaderCache shaderCache = _channel.MemoryManager.GetBackingMemory(addresses.VertexB).ShaderCache;
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CachedShaderProgram gs = shaderCache.GetGraphicsShader(
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ref _state.State,
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ref _pipeline,
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