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| author | TSRBerry <20988865+TSRBerry@users.noreply.github.com> | 2023-07-02 02:47:54 +0200 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2023-07-02 02:47:54 +0200 |
| commit | 3b46bb73f781a011705ecbc8a1d3207dfb145829 (patch) | |
| tree | 1d5d2714c7001775b512bc14ce91a1ebbfc808df /src/Ryujinx.Graphics.Gpu/Shader/HashTable | |
| parent | 2457cfc9118a6ebb6008945c919edfd8b46af5e7 (diff) | |
[Ryujinx.Graphics.Gpu] Address dotnet-format issues (#5367)
* dotnet format style --severity info
Some changes were manually reverted.
* dotnet format analyzers --serverity info
Some changes have been minimally adapted.
* Restore a few unused methods and variables
* Silence dotnet format IDE0060 warnings
* Silence dotnet format IDE0052 warnings
* Address dotnet format CA1816 warnings
* Address or silence dotnet format CA1069 warnings
* Address or silence dotnet format CA2211 warnings
* Address remaining dotnet format analyzer warnings
* Address review comments
* 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
* Another rebase, another dotnet format run
* 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
* Remove a few unused parameters
* Replace MmeShadowScratch with Array256<uint>
* Simplify properties and array initialization, Use const when possible, Remove trailing commas
* Start working on disabled warnings
* Fix and silence a few dotnet-format warnings again
* Run dotnet format after rebase
* Address IDE0251 warnings
* Silence IDE0060 in .editorconfig
* Revert "Simplify properties and array initialization, Use const when possible, Remove trailing commas"
This reverts commit 9462e4136c0a2100dc28b20cf9542e06790aa67e.
* dotnet format whitespace after rebase
* First pass of dotnet format
* Add unsafe dotnet format changes
* Fix typos
* Add trailing commas
* Disable formatting for FormatTable
* Address review feedback
Diffstat (limited to 'src/Ryujinx.Graphics.Gpu/Shader/HashTable')
4 files changed, 18 insertions, 18 deletions
diff --git a/src/Ryujinx.Graphics.Gpu/Shader/HashTable/HashState.cs b/src/Ryujinx.Graphics.Gpu/Shader/HashTable/HashState.cs index 584eefdc..836b8663 100644 --- a/src/Ryujinx.Graphics.Gpu/Shader/HashTable/HashState.cs +++ b/src/Ryujinx.Graphics.Gpu/Shader/HashTable/HashState.cs @@ -21,7 +21,7 @@ namespace Ryujinx.Graphics.Gpu.Shader.HashTable /// <returns>Hash of the given data</returns> public static uint CalcHash(ReadOnlySpan<byte> data) { - HashState state = new HashState(); + HashState state = new(); state.Initialize(); state.Continue(data); @@ -50,7 +50,7 @@ namespace Ryujinx.Graphics.Gpu.Shader.HashTable { ulong h = _hash; - ReadOnlySpan<ulong> dataAsUlong = MemoryMarshal.Cast<byte, ulong>(data.Slice(_start)); + ReadOnlySpan<ulong> dataAsUlong = MemoryMarshal.Cast<byte, ulong>(data[_start..]); for (int i = 0; i < dataAsUlong.Length; i++) { @@ -75,7 +75,7 @@ namespace Ryujinx.Graphics.Gpu.Shader.HashTable /// </remarks> /// <param name="data">Data to be hashed</param> /// <returns>Hash of all the data hashed with this <see cref="HashState"/></returns> - public uint Finalize(ReadOnlySpan<byte> data) + public readonly uint Finalize(ReadOnlySpan<byte> data) { ulong h = _hash; diff --git a/src/Ryujinx.Graphics.Gpu/Shader/HashTable/PartitionHashTable.cs b/src/Ryujinx.Graphics.Gpu/Shader/HashTable/PartitionHashTable.cs index d7cb3d99..c8c8dfcb 100644 --- a/src/Ryujinx.Graphics.Gpu/Shader/HashTable/PartitionHashTable.cs +++ b/src/Ryujinx.Graphics.Gpu/Shader/HashTable/PartitionHashTable.cs @@ -48,7 +48,7 @@ namespace Ryujinx.Graphics.Gpu.Shader.HashTable /// Partial entries have no items associated with them. They just indicates that the data might be present on /// the table, and one must keep looking for the full entry on other tables of larger data size. /// </remarks> - public bool IsPartial => OwnSize != 0; + public readonly bool IsPartial => OwnSize != 0; /// <summary> /// Creates a new partial hash table entry. @@ -82,11 +82,11 @@ namespace Ryujinx.Graphics.Gpu.Shader.HashTable /// Gets the data for this entry, either full or partial. /// </summary> /// <returns>Data sub-region</returns> - public ReadOnlySpan<byte> GetData() + public readonly ReadOnlySpan<byte> GetData() { if (OwnSize != 0) { - return new ReadOnlySpan<byte>(Data).Slice(0, OwnSize); + return new ReadOnlySpan<byte>(Data)[..OwnSize]; } return Data; @@ -139,7 +139,7 @@ namespace Ryujinx.Graphics.Gpu.Shader.HashTable return existingItem; } - Entry entry = new Entry(dataHash, data, item); + Entry entry = new(dataHash, data, item); AddToBucket(dataHash, ref entry); @@ -160,7 +160,7 @@ namespace Ryujinx.Graphics.Gpu.Shader.HashTable return false; } - Entry entry = new Entry(dataHash, data, item); + Entry entry = new(dataHash, data, item); AddToBucket(dataHash, ref entry); @@ -175,7 +175,7 @@ namespace Ryujinx.Graphics.Gpu.Shader.HashTable /// <returns>True if added, false otherwise</returns> public bool AddPartial(byte[] ownerData, int ownSize) { - ReadOnlySpan<byte> data = new ReadOnlySpan<byte>(ownerData).Slice(0, ownSize); + ReadOnlySpan<byte> data = new ReadOnlySpan<byte>(ownerData)[..ownSize]; return AddPartial(ownerData, HashState.CalcHash(data), ownSize); } @@ -189,14 +189,14 @@ namespace Ryujinx.Graphics.Gpu.Shader.HashTable /// <returns>True if added, false otherwise</returns> public bool AddPartial(byte[] ownerData, uint dataHash, int ownSize) { - ReadOnlySpan<byte> data = new ReadOnlySpan<byte>(ownerData).Slice(0, ownSize); + ReadOnlySpan<byte> data = new ReadOnlySpan<byte>(ownerData)[..ownSize]; if (TryFindItem(dataHash, data, out _)) { return false; } - Entry entry = new Entry(dataHash, ownerData, ownSize); + Entry entry = new(dataHash, ownerData, ownSize); AddToBucket(dataHash, ref entry); @@ -226,7 +226,7 @@ namespace Ryujinx.Graphics.Gpu.Shader.HashTable /// </summary> /// <param name="bucket">Bucket to add the entry into</param> /// <param name="entry">Entry to be added</param> - private void AddToBucket(ref Bucket bucket, ref Entry entry) + private static void AddToBucket(ref Bucket bucket, ref Entry entry) { if (bucket.InlineEntry.Data == null) { @@ -339,7 +339,7 @@ namespace Ryujinx.Graphics.Gpu.Shader.HashTable /// <summary> /// A full entry was found, the search was concluded and the item can be retrieved. /// </summary> - FoundFull + FoundFull, } /// <summary> diff --git a/src/Ryujinx.Graphics.Gpu/Shader/HashTable/PartitionedHashTable.cs b/src/Ryujinx.Graphics.Gpu/Shader/HashTable/PartitionedHashTable.cs index e9a4f654..341d3114 100644 --- a/src/Ryujinx.Graphics.Gpu/Shader/HashTable/PartitionedHashTable.cs +++ b/src/Ryujinx.Graphics.Gpu/Shader/HashTable/PartitionedHashTable.cs @@ -149,12 +149,12 @@ namespace Ryujinx.Graphics.Gpu.Shader.HashTable } } - HashState hashState = new HashState(); + HashState hashState = new(); hashState.Initialize(); for (int i = 0; i < index; i++) { - ReadOnlySpan<byte> dataSlice = new ReadOnlySpan<byte>(data).Slice(0, _sizeTable[i].Size); + ReadOnlySpan<byte> dataSlice = new ReadOnlySpan<byte>(data)[.._sizeTable[i].Size]; hashState.Continue(dataSlice); _sizeTable[i].AddPartial(data, hashState.Finalize(dataSlice)); } @@ -208,7 +208,7 @@ namespace Ryujinx.Graphics.Gpu.Shader.HashTable /// <returns>True if the item was found on the table, false otherwise</returns> public bool TryFindItem(IDataAccessor dataAccessor, out T item, out byte[] data) { - SmartDataAccessor sda = new SmartDataAccessor(dataAccessor); + SmartDataAccessor sda = new(dataAccessor); item = default; data = null; diff --git a/src/Ryujinx.Graphics.Gpu/Shader/HashTable/SmartDataAccessor.cs b/src/Ryujinx.Graphics.Gpu/Shader/HashTable/SmartDataAccessor.cs index 0632add6..17853e90 100644 --- a/src/Ryujinx.Graphics.Gpu/Shader/HashTable/SmartDataAccessor.cs +++ b/src/Ryujinx.Graphics.Gpu/Shader/HashTable/SmartDataAccessor.cs @@ -40,7 +40,7 @@ namespace Ryujinx.Graphics.Gpu.Shader.HashTable } else if (_data.Length > length) { - return _data.Slice(0, length); + return _data[..length]; } return _data; @@ -65,7 +65,7 @@ namespace Ryujinx.Graphics.Gpu.Shader.HashTable /// </summary> /// <param name="data">Data to be hashed</param> /// <returns>Hash of the data</returns> - private uint CalcHashCached(ReadOnlySpan<byte> data) + private readonly uint CalcHashCached(ReadOnlySpan<byte> data) { HashState state = default; bool found = false; |
