[Ryujinx.Graphics.Shader] Address dotnet-format issues (#5373)
* dotnet format style --severity info Some changes were manually reverted. * Restore a few unused methods and variables * Silence dotnet format IDE0060 warnings * Silence dotnet format IDE0052 warnings * Silence dotnet format IDE0059 warnings * Address or silence dotnet format CA1069 warnings * Address or silence dotnet format CA2211 warnings * Address review comments * Fix formatting for switch expressions * Address most dotnet format whitespace warnings * Apply dotnet format whitespace formatting A few of them have been manually reverted and the corresponding warning was silenced * Format if-blocks correctly * Run dotnet format whitespace after rebase * Run dotnet format style after rebase * Run dotnet format whitespace after rebase * Run dotnet format style after rebase * Run dotnet format after rebase and remove unused usings - analyzers - style - whitespace * Disable 'prefer switch expression' rule * Add comments to disabled warnings * Fix naming rule violation, Convert shader properties to auto-property and convert values to const * Simplify properties and array initialization, Use const when possible, Remove trailing commas * Run dotnet format after rebase * Address IDE0251 warnings * Address a few disabled IDE0060 warnings * Silence IDE0060 in .editorconfig * Run dotnet format after rebase * Revert "Simplify properties and array initialization, Use const when possible, Remove trailing commas" This reverts commit 9462e4136c0a2100dc28b20cf9542e06790aa67e. * dotnet format whitespace after rebase * First dotnet format pass * Fix naming rule violations * Add trailing commas * Remove unused members and most unnecessary value assignments * Remove more unnecessary assignments * Remove NRE suppressor
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@ -16,7 +16,7 @@ namespace Ryujinx.Graphics.Shader.Translation.Optimizations
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// - Both sources of the OR operation comes from a constant buffer.
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for (LinkedListNode<INode> node = block.Operations.First; node != null; node = node.Next)
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{
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if (!(node.Value is TextureOperation texOp))
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if (node.Value is not TextureOperation texOp)
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{
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continue;
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}
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@ -47,7 +47,7 @@ namespace Ryujinx.Graphics.Shader.Translation.Optimizations
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continue;
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}
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if (!(bindlessHandle.AsgOp is Operation handleCombineOp))
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if (bindlessHandle.AsgOp is not Operation handleCombineOp)
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{
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continue;
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}
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@ -66,9 +66,7 @@ namespace Ryujinx.Graphics.Shader.Translation.Optimizations
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// and having a "canonical" representation simplifies some checks below.
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if (src0.Type == OperandType.Constant && src1.Type != OperandType.Constant)
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{
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Operand temp = src1;
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src1 = src0;
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src0 = temp;
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(src0, src1) = (src1, src0);
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}
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TextureHandleType handleType = TextureHandleType.SeparateSamplerHandle;
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