misc: chore: Fix object creation in Shader project

This commit is contained in:
Evan Husted
2025-01-26 15:22:30 -06:00
parent 7f5a356c3d
commit ccef0b49eb
10 changed files with 37 additions and 37 deletions

View File

@@ -342,7 +342,7 @@ namespace Ryujinx.Graphics.Shader.Translation
_ => 1
};
ShaderProgramInfo info = new ShaderProgramInfo(
ShaderProgramInfo info = new(
resourceManager.GetConstantBufferDescriptors(),
resourceManager.GetStorageBufferDescriptors(),
resourceManager.GetTextureDescriptors(),
@@ -358,7 +358,7 @@ namespace Ryujinx.Graphics.Shader.Translation
clipDistancesWritten,
originalDefinitions.OmapTargets);
HostCapabilities hostCapabilities = new HostCapabilities(
HostCapabilities hostCapabilities = new(
GpuAccessor.QueryHostReducedPrecision(),
GpuAccessor.QueryHostSupportsFragmentShaderInterlock(),
GpuAccessor.QueryHostSupportsFragmentShaderOrderingIntel(),
@@ -369,7 +369,7 @@ namespace Ryujinx.Graphics.Shader.Translation
GpuAccessor.QueryHostSupportsTextureShadowLod(),
GpuAccessor.QueryHostSupportsViewportMask());
CodeGenParameters parameters = new CodeGenParameters(attributeUsage, definitions, resourceManager.Properties, hostCapabilities, GpuAccessor, Options.TargetApi);
CodeGenParameters parameters = new(attributeUsage, definitions, resourceManager.Properties, hostCapabilities, GpuAccessor, Options.TargetApi);
return Options.TargetLanguage switch
{
@@ -388,7 +388,7 @@ namespace Ryujinx.Graphics.Shader.Translation
{
StructureType tfeDataStruct = new(new StructureField[]
{
new StructureField(AggregateType.Array | AggregateType.U32, "data", 0)
new(AggregateType.Array | AggregateType.U32, "data", 0)
});
for (int i = 0; i < ResourceReservations.TfeBuffersCount; i++)
@@ -407,7 +407,7 @@ namespace Ryujinx.Graphics.Shader.Translation
StructureType vertexOutputStruct = new(new StructureField[]
{
new StructureField(AggregateType.Array | AggregateType.FP32, "data", 0)
new(AggregateType.Array | AggregateType.FP32, "data", 0)
});
int vertexOutputSbBinding = resourceManager.Reservations.VertexOutputStorageBufferBinding;
@@ -444,7 +444,7 @@ namespace Ryujinx.Graphics.Shader.Translation
StructureType geometryIbOutputStruct = new(new StructureField[]
{
new StructureField(AggregateType.Array | AggregateType.U32, "data", 0)
new(AggregateType.Array | AggregateType.U32, "data", 0)
});
int geometryIbOutputSbBinding = resourceManager.Reservations.GeometryIndexOutputStorageBufferBinding;
@@ -494,8 +494,8 @@ namespace Ryujinx.Graphics.Shader.Translation
public (ShaderProgram, ShaderProgramInfo) GenerateVertexPassthroughForCompute()
{
AttributeUsage attributeUsage = new AttributeUsage(GpuAccessor);
ResourceManager resourceManager = new ResourceManager(ShaderStage.Vertex, GpuAccessor);
AttributeUsage attributeUsage = new(GpuAccessor);
ResourceManager resourceManager = new(ShaderStage.Vertex, GpuAccessor);
ResourceReservations reservations = GetResourceReservations();
@@ -509,14 +509,14 @@ namespace Ryujinx.Graphics.Shader.Translation
StructureType vertexInputStruct = new(new StructureField[]
{
new StructureField(AggregateType.Array | AggregateType.FP32, "data", 0)
new(AggregateType.Array | AggregateType.FP32, "data", 0)
});
int vertexDataSbBinding = reservations.VertexOutputStorageBufferBinding;
BufferDefinition vertexOutputBuffer = new(BufferLayout.Std430, 1, vertexDataSbBinding, "vb_input", vertexInputStruct);
resourceManager.AddVertexAsComputeStorageBuffer(vertexOutputBuffer);
EmitterContext context = new EmitterContext();
EmitterContext context = new();
Operand vertexIndex = Options.TargetApi == TargetApi.OpenGL
? context.Load(StorageKind.Input, IoVariable.VertexId)
@@ -563,11 +563,11 @@ namespace Ryujinx.Graphics.Shader.Translation
Operation[] operations = context.GetOperations();
ControlFlowGraph cfg = ControlFlowGraph.Create(operations);
Function function = new Function(cfg.Blocks, "main", false, 0, 0);
Function function = new(cfg.Blocks, "main", false, 0, 0);
TransformFeedbackOutput[] transformFeedbackOutputs = GetTransformFeedbackOutputs(GpuAccessor, out ulong transformFeedbackVecMap);
ShaderDefinitions definitions = new ShaderDefinitions(ShaderStage.Vertex, transformFeedbackVecMap, transformFeedbackOutputs)
ShaderDefinitions definitions = new(ShaderStage.Vertex, transformFeedbackVecMap, transformFeedbackOutputs)
{
LastInVertexPipeline = true
};
@@ -612,10 +612,10 @@ namespace Ryujinx.Graphics.Shader.Translation
break;
}
AttributeUsage attributeUsage = new AttributeUsage(GpuAccessor);
ResourceManager resourceManager = new ResourceManager(ShaderStage.Geometry, GpuAccessor);
AttributeUsage attributeUsage = new(GpuAccessor);
ResourceManager resourceManager = new(ShaderStage.Geometry, GpuAccessor);
EmitterContext context = new EmitterContext();
EmitterContext context = new();
for (int v = 0; v < maxOutputVertices; v++)
{
@@ -658,9 +658,9 @@ namespace Ryujinx.Graphics.Shader.Translation
Operation[] operations = context.GetOperations();
ControlFlowGraph cfg = ControlFlowGraph.Create(operations);
Function function = new Function(cfg.Blocks, "main", false, 0, 0);
Function function = new(cfg.Blocks, "main", false, 0, 0);
ShaderDefinitions definitions = new ShaderDefinitions(
ShaderDefinitions definitions = new(
ShaderStage.Geometry,
GpuAccessor.QueryGraphicsState(),
false,