Add workflow to automatically check code style issues for PRs (#4670)
* Add workflow to perform automated checks for PRs * Downgrade Microsoft.CodeAnalysis to 4.4.0 This is a workaround to fix issues with dotnet-format. See: - https://github.com/dotnet/format/issues/1805 - https://github.com/dotnet/format/issues/1800 * Adjust editorconfig to be more compatible with Ryujinx code-style * Adjust .editorconfig line endings to match .gitattributes * Disable 'prefer switch expression' rule * Remove naming styles These are the default rules, so we don't need to override them. * Silence IDE0060 in .editorconfig * Slightly adjust .editorconfig * Add lost workflow changes * Move .editorconfig comment to the top * .editorconfig: private static readonly fields should be _lowerCamelCase * .editorconfig: Remove alignment for declarations as well * editorconfig: Add rule for local constants * Disable CA1822 for HLE services * Disable CA1822 for ViewModels Bindings won't work with static members, but this issue is silently ignored. * Run dotnet format for the whole solution * Check result code of SDL_GetDisplayBounds * Fix dotnet format style issues * Add missing trailing commas * Update Microsoft.CodeAnalysis.CSharp to 4.6.0 Skipping 4.5.0 since it breaks dotnet format * Restore old default naming rules for dotnet format * Add naming rule exception for CPU tests * checks: Include all files before excluding paths * Fix dotnet format issues * Check dotnet format version * checks: Run dotnet format with severity info again * checks: Disable naming style rules until they won't crash the process anymore * Remove unread private member * checks: Attempt to run analyzers 3 times before giving up * checks: Enable naming style rules again with the new retry logic
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@ -1,6 +1,6 @@
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namespace Ryujinx.Graphics.Shader
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{
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public struct BufferDescriptor
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public readonly struct BufferDescriptor
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{
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// New fields should be added to the end of the struct to keep disk shader cache compatibility.
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@ -11,7 +11,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
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{
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class OperandManager
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{
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private Dictionary<AstOperand, string> _locals;
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private readonly Dictionary<AstOperand, string> _locals;
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public OperandManager()
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{
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@ -13,8 +13,6 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Spirv
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{
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static class Declarations
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{
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private static readonly string[] _stagePrefixes = { "cp", "vp", "tcp", "tep", "gp", "fp" };
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public static void DeclareParameters(CodeGenContext context, StructuredFunction function)
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{
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DeclareParameters(context, function.InArguments, 0);
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@ -192,7 +190,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Spirv
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SamplerType.Texture3D => Dim.Dim3D,
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SamplerType.TextureCube => Dim.Cube,
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SamplerType.TextureBuffer => Dim.Buffer,
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_ => throw new InvalidOperationException($"Invalid sampler type \"{sampler.Type & SamplerType.Mask}\".")
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_ => throw new InvalidOperationException($"Invalid sampler type \"{sampler.Type & SamplerType.Mask}\"."),
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};
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var imageType = context.TypeImage(
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@ -519,10 +517,5 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Spirv
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: (isOutput ? context.Outputs : context.Inputs);
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dict.Add(ioDefinition, spvVar);
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}
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private static string GetStagePrefix(ShaderStage stage)
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{
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return _stagePrefixes[(int)stage];
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}
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}
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}
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@ -24,4 +24,4 @@ namespace Ryujinx.Graphics.Shader
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return new TextureDefinition(Set, Binding, Name, Type, Format, Flags | flag);
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}
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}
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}
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}
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@ -1,6 +1,6 @@
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namespace Ryujinx.Graphics.Shader
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{
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public struct TextureDescriptor
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public readonly struct TextureDescriptor
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{
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// New fields should be added to the end of the struct to keep disk shader cache compatibility.
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@ -266,7 +266,7 @@ namespace Ryujinx.Graphics.Shader.Translation
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{
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AccurateType = accurateType,
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Type = type,
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UsageFlags = usageFlags
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UsageFlags = usageFlags,
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};
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int binding;
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