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