Refactor Share Buffer Implementation to Follow Code Style Guidelines
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@@ -524,7 +524,7 @@ namespace Ryujinx.Graphics.Gpu.Image
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// Ensure that the buffer texture is using the correct buffer as storage.
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// Buffers are frequently re-created to accommodate larger data, so we need to re-bind
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// to ensure we're not using a old buffer that was already deleted.
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var bufferCache = _channel.MemoryManager.GetBackingMemory(descriptor.UnpackAddress()).BufferCache;
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BufferCache bufferCache = _channel.MemoryManager.GetBackingMemory(descriptor.UnpackAddress()).BufferCache;
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_channel.BufferManager.SetBufferTextureStorage(stage, hostTexture, bufferCache, texture.Range, bindingInfo, false);
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// Cache is not used for buffer texture, it must always rebind.
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@@ -660,7 +660,7 @@ namespace Ryujinx.Graphics.Gpu.Image
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// Buffers are frequently re-created to accommodate larger data, so we need to re-bind
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// to ensure we're not using a old buffer that was already deleted.
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var bufferCache = _channel.MemoryManager.GetBackingMemory(descriptor.UnpackAddress()).BufferCache;
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BufferCache bufferCache = _channel.MemoryManager.GetBackingMemory(descriptor.UnpackAddress()).BufferCache;
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_channel.BufferManager.SetBufferTextureStorage(stage, hostTexture, bufferCache, texture.Range, bindingInfo, true);
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// Cache is not used for buffer texture, it must always rebind.
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@@ -717,7 +717,7 @@ namespace Ryujinx.Graphics.Gpu.Image
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int packedId = ReadPackedId(stageIndex, handle, textureBufferIndex, samplerBufferIndex);
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int textureId = TextureHandle.UnpackTextureId(packedId);
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var physical = _channel.MemoryManager.GetBackingMemory(poolGpuVa);
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PhysicalMemory physical = _channel.MemoryManager.GetBackingMemory(poolGpuVa);
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ulong poolAddress = _channel.MemoryManager.Translate(poolGpuVa);
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TexturePool texturePool = _texturePoolCache.FindOrCreate(_channel, physical, poolAddress, maximumId, _bindingsArrayCache);
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@@ -754,7 +754,7 @@ namespace Ryujinx.Graphics.Gpu.Image
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{
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(int textureWordOffset, int samplerWordOffset, TextureHandleType handleType) = TextureHandle.UnpackOffsets(wordOffset);
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(var texturePhysicalMemory, ulong textureBufferAddress) = _isCompute
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(PhysicalMemory texturePhysicalMemory, ulong textureBufferAddress) = _isCompute
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? _channel.BufferManager.GetComputeUniformBufferAddress(textureBufferIndex)
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: _channel.BufferManager.GetGraphicsUniformBufferAddress(stageIndex, textureBufferIndex);
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@@ -774,7 +774,7 @@ namespace Ryujinx.Graphics.Gpu.Image
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if (handleType != TextureHandleType.SeparateConstantSamplerHandle)
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{
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(var samplerPhysicalMemory, ulong samplerBufferAddress) = _isCompute
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(PhysicalMemory samplerPhysicalMemory, ulong samplerBufferAddress) = _isCompute
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? _channel.BufferManager.GetComputeUniformBufferAddress(samplerBufferIndex)
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: _channel.BufferManager.GetGraphicsUniformBufferAddress(stageIndex, samplerBufferIndex);
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@@ -816,7 +816,7 @@ namespace Ryujinx.Graphics.Gpu.Image
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if (poolAddress != MemoryManager.PteUnmapped)
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{
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var physical = _channel.MemoryManager.GetBackingMemory(_texturePoolGpuVa);
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PhysicalMemory physical = _channel.MemoryManager.GetBackingMemory(_texturePoolGpuVa);
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texturePool = _texturePoolCache.FindOrCreate(_channel, physical, poolAddress, _texturePoolMaximumId, _bindingsArrayCache);
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_texturePool = texturePool;
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}
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@@ -828,7 +828,7 @@ namespace Ryujinx.Graphics.Gpu.Image
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if (poolAddress != MemoryManager.PteUnmapped)
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{
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var physical = _channel.MemoryManager.GetBackingMemory(_samplerPoolGpuVa);
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PhysicalMemory physical = _channel.MemoryManager.GetBackingMemory(_samplerPoolGpuVa);
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samplerPool = _samplerPoolCache.FindOrCreate(_channel, physical, poolAddress, _samplerPoolMaximumId, _bindingsArrayCache);
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_samplerPool = samplerPool;
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}
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