misc: chore: Use explicit types in Shader project

This commit is contained in:
Evan Husted 2025-01-25 14:07:59 -06:00
parent 68bbb29be6
commit f2aa6b3a5b
39 changed files with 726 additions and 725 deletions

View file

@ -243,8 +243,8 @@ namespace Ryujinx.Graphics.Shader.Translation
usedFeatures |= FeatureFlags.VtgAsCompute;
}
var cfgs = new ControlFlowGraph[functions.Length];
var frus = new RegisterUsage.FunctionRegisterUsage[functions.Length];
ControlFlowGraph[] cfgs = new ControlFlowGraph[functions.Length];
RegisterUsage.FunctionRegisterUsage[] frus = new RegisterUsage.FunctionRegisterUsage[functions.Length];
for (int i = 0; i < functions.Length; i++)
{
@ -267,14 +267,14 @@ namespace Ryujinx.Graphics.Shader.Translation
for (int i = 0; i < functions.Length; i++)
{
var cfg = cfgs[i];
ControlFlowGraph cfg = cfgs[i];
int inArgumentsCount = 0;
int outArgumentsCount = 0;
if (i != 0)
{
var fru = frus[i];
RegisterUsage.FunctionRegisterUsage fru = frus[i];
inArgumentsCount = fru.InArguments.Length;
outArgumentsCount = fru.OutArguments.Length;
@ -326,7 +326,7 @@ namespace Ryujinx.Graphics.Shader.Translation
FeatureFlags usedFeatures,
byte clipDistancesWritten)
{
var sInfo = StructuredProgram.MakeStructuredProgram(
StructuredProgramInfo sInfo = StructuredProgram.MakeStructuredProgram(
funcs,
attributeUsage,
definitions,
@ -342,7 +342,7 @@ namespace Ryujinx.Graphics.Shader.Translation
_ => 1
};
var info = new ShaderProgramInfo(
ShaderProgramInfo info = new ShaderProgramInfo(
resourceManager.GetConstantBufferDescriptors(),
resourceManager.GetStorageBufferDescriptors(),
resourceManager.GetTextureDescriptors(),
@ -358,7 +358,7 @@ namespace Ryujinx.Graphics.Shader.Translation
clipDistancesWritten,
originalDefinitions.OmapTargets);
var hostCapabilities = new HostCapabilities(
HostCapabilities hostCapabilities = new HostCapabilities(
GpuAccessor.QueryHostReducedPrecision(),
GpuAccessor.QueryHostSupportsFragmentShaderInterlock(),
GpuAccessor.QueryHostSupportsFragmentShaderOrderingIntel(),
@ -369,7 +369,7 @@ namespace Ryujinx.Graphics.Shader.Translation
GpuAccessor.QueryHostSupportsTextureShadowLod(),
GpuAccessor.QueryHostSupportsViewportMask());
var parameters = new CodeGenParameters(attributeUsage, definitions, resourceManager.Properties, hostCapabilities, GpuAccessor, Options.TargetApi);
CodeGenParameters parameters = new CodeGenParameters(attributeUsage, definitions, resourceManager.Properties, hostCapabilities, GpuAccessor, Options.TargetApi);
return Options.TargetLanguage switch
{
@ -494,10 +494,10 @@ namespace Ryujinx.Graphics.Shader.Translation
public (ShaderProgram, ShaderProgramInfo) GenerateVertexPassthroughForCompute()
{
var attributeUsage = new AttributeUsage(GpuAccessor);
var resourceManager = new ResourceManager(ShaderStage.Vertex, GpuAccessor);
AttributeUsage attributeUsage = new AttributeUsage(GpuAccessor);
ResourceManager resourceManager = new ResourceManager(ShaderStage.Vertex, GpuAccessor);
var reservations = GetResourceReservations();
ResourceReservations reservations = GetResourceReservations();
int vertexInfoCbBinding = reservations.VertexInfoConstantBufferBinding;
@ -516,7 +516,7 @@ namespace Ryujinx.Graphics.Shader.Translation
BufferDefinition vertexOutputBuffer = new(BufferLayout.Std430, 1, vertexDataSbBinding, "vb_input", vertexInputStruct);
resourceManager.AddVertexAsComputeStorageBuffer(vertexOutputBuffer);
var context = new EmitterContext();
EmitterContext context = new EmitterContext();
Operand vertexIndex = Options.TargetApi == TargetApi.OpenGL
? context.Load(StorageKind.Input, IoVariable.VertexId)
@ -561,13 +561,13 @@ namespace Ryujinx.Graphics.Shader.Translation
}
}
var operations = context.GetOperations();
var cfg = ControlFlowGraph.Create(operations);
var function = new Function(cfg.Blocks, "main", false, 0, 0);
Operation[] operations = context.GetOperations();
ControlFlowGraph cfg = ControlFlowGraph.Create(operations);
Function function = new Function(cfg.Blocks, "main", false, 0, 0);
var transformFeedbackOutputs = GetTransformFeedbackOutputs(GpuAccessor, out ulong transformFeedbackVecMap);
TransformFeedbackOutput[] transformFeedbackOutputs = GetTransformFeedbackOutputs(GpuAccessor, out ulong transformFeedbackVecMap);
var definitions = new ShaderDefinitions(ShaderStage.Vertex, transformFeedbackVecMap, transformFeedbackOutputs)
ShaderDefinitions definitions = new ShaderDefinitions(ShaderStage.Vertex, transformFeedbackVecMap, transformFeedbackOutputs)
{
LastInVertexPipeline = true
};
@ -612,10 +612,10 @@ namespace Ryujinx.Graphics.Shader.Translation
break;
}
var attributeUsage = new AttributeUsage(GpuAccessor);
var resourceManager = new ResourceManager(ShaderStage.Geometry, GpuAccessor);
AttributeUsage attributeUsage = new AttributeUsage(GpuAccessor);
ResourceManager resourceManager = new ResourceManager(ShaderStage.Geometry, GpuAccessor);
var context = new EmitterContext();
EmitterContext context = new EmitterContext();
for (int v = 0; v < maxOutputVertices; v++)
{
@ -656,11 +656,11 @@ namespace Ryujinx.Graphics.Shader.Translation
context.EndPrimitive();
var operations = context.GetOperations();
var cfg = ControlFlowGraph.Create(operations);
var function = new Function(cfg.Blocks, "main", false, 0, 0);
Operation[] operations = context.GetOperations();
ControlFlowGraph cfg = ControlFlowGraph.Create(operations);
Function function = new Function(cfg.Blocks, "main", false, 0, 0);
var definitions = new ShaderDefinitions(
ShaderDefinitions definitions = new ShaderDefinitions(
ShaderStage.Geometry,
GpuAccessor.QueryGraphicsState(),
false,