misc: chore: Use explicit types in GPU, Device, and Host1x projects

This commit is contained in:
Evan Husted
2025-01-25 14:05:44 -06:00
parent 5099548856
commit 1ae349efb1
55 changed files with 350 additions and 339 deletions

View File

@@ -3,6 +3,7 @@ using Ryujinx.Graphics.GAL;
using Ryujinx.Graphics.Gpu.Engine.Threed.Blender;
using Ryujinx.Graphics.Gpu.Engine.Types;
using Ryujinx.Graphics.Gpu.Image;
using Ryujinx.Graphics.Gpu.Memory;
using Ryujinx.Graphics.Gpu.Shader;
using Ryujinx.Graphics.Shader;
using Ryujinx.Graphics.Texture;
@@ -463,8 +464,8 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
/// <param name="singleUse">If this is not -1, it indicates that only the given indexed target will be used.</param>
public void UpdateRenderTargetState(RenderTargetUpdateFlags updateFlags, int singleUse = -1)
{
var memoryManager = _channel.MemoryManager;
var rtControl = _state.State.RtControl;
MemoryManager memoryManager = _channel.MemoryManager;
RtControl rtControl = _state.State.RtControl;
bool useControl = updateFlags.HasFlag(RenderTargetUpdateFlags.UseControl);
bool layered = updateFlags.HasFlag(RenderTargetUpdateFlags.Layered);
@@ -473,12 +474,12 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
int count = useControl ? rtControl.UnpackCount() : Constants.TotalRenderTargets;
var msaaMode = _state.State.RtMsaaMode;
TextureMsaaMode msaaMode = _state.State.RtMsaaMode;
int samplesInX = msaaMode.SamplesInX();
int samplesInY = msaaMode.SamplesInY();
var scissor = _state.State.ScreenScissorState;
ScreenScissorState scissor = _state.State.ScreenScissorState;
Size sizeHint = new((scissor.X + scissor.Width) * samplesInX, (scissor.Y + scissor.Height) * samplesInY, 1);
int clipRegionWidth = int.MaxValue;
@@ -491,7 +492,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
{
int rtIndex = useControl ? rtControl.UnpackPermutationIndex(index) : index;
var colorState = _state.State.RtColorState[rtIndex];
RtColorState colorState = _state.State.RtColorState[rtIndex];
if (index >= count || !IsRtEnabled(colorState) || (singleColor && index != singleUse))
{
@@ -541,8 +542,8 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
if (dsEnable && updateFlags.HasFlag(RenderTargetUpdateFlags.UpdateDepthStencil))
{
var dsState = _state.State.RtDepthStencilState;
var dsSize = _state.State.RtDepthStencilSize;
RtDepthStencilState dsState = _state.State.RtDepthStencilState;
Size3D dsSize = _state.State.RtDepthStencilSize;
depthStencil = memoryManager.Physical.TextureCache.FindOrCreateTexture(
memoryManager,
@@ -643,7 +644,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
if (_state.State.YControl.HasFlag(YControl.NegateY))
{
ref var screenScissor = ref _state.State.ScreenScissorState;
ref ScreenScissorState screenScissor = ref _state.State.ScreenScissorState;
y = screenScissor.Height - height - y;
if (y < 0)
@@ -721,8 +722,8 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
/// </summary>
private void UpdateViewportTransform()
{
var yControl = _state.State.YControl;
var face = _state.State.FaceState;
YControl yControl = _state.State.YControl;
FaceState face = _state.State.FaceState;
bool disableTransform = _state.State.ViewportTransformEnable == 0;
bool yNegate = yControl.HasFlag(YControl.NegateY);
@@ -736,17 +737,17 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
{
if (disableTransform)
{
ref var scissor = ref _state.State.ScreenScissorState;
ref ScreenScissorState scissor = ref _state.State.ScreenScissorState;
float rScale = _channel.TextureManager.RenderTargetScale;
var scissorRect = new Rectangle<float>(0, 0, (scissor.X + scissor.Width) * rScale, (scissor.Y + scissor.Height) * rScale);
Rectangle<float> scissorRect = new Rectangle<float>(0, 0, (scissor.X + scissor.Width) * rScale, (scissor.Y + scissor.Height) * rScale);
viewports[index] = new Viewport(scissorRect, ViewportSwizzle.PositiveX, ViewportSwizzle.PositiveY, ViewportSwizzle.PositiveZ, ViewportSwizzle.PositiveW, 0, 1);
continue;
}
ref var transform = ref _state.State.ViewportTransform[index];
ref var extents = ref _state.State.ViewportExtents[index];
ref ViewportTransform transform = ref _state.State.ViewportTransform[index];
ref ViewportExtents extents = ref _state.State.ViewportExtents[index];
float scaleX = MathF.Abs(transform.ScaleX);
float scaleY = transform.ScaleY;
@@ -841,7 +842,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
/// </summary>
private void UpdateDepthBiasState()
{
var depthBias = _state.State.DepthBiasState;
DepthBiasState depthBias = _state.State.DepthBiasState;
float factor = _state.State.DepthBiasFactor;
float units = _state.State.DepthBiasUnits;
@@ -862,9 +863,9 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
/// </summary>
private void UpdateStencilTestState()
{
var backMasks = _state.State.StencilBackMasks;
var test = _state.State.StencilTestState;
var backTest = _state.State.StencilBackTestState;
StencilBackMasks backMasks = _state.State.StencilBackMasks;
StencilTestState test = _state.State.StencilTestState;
StencilBackTestState backTest = _state.State.StencilBackTestState;
CompareOp backFunc;
StencilOp backSFail;
@@ -934,10 +935,10 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
/// </summary>
private void UpdateSamplerPoolState()
{
var texturePool = _state.State.TexturePoolState;
var samplerPool = _state.State.SamplerPoolState;
PoolState texturePool = _state.State.TexturePoolState;
PoolState samplerPool = _state.State.SamplerPoolState;
var samplerIndex = _state.State.SamplerIndex;
SamplerIndex samplerIndex = _state.State.SamplerIndex;
int maximumId = samplerIndex == SamplerIndex.ViaHeaderIndex
? texturePool.MaximumId
@@ -951,7 +952,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
/// </summary>
private void UpdateTexturePoolState()
{
var texturePool = _state.State.TexturePoolState;
PoolState texturePool = _state.State.TexturePoolState;
_channel.TextureManager.SetGraphicsTexturePool(texturePool.Address.Pack(), texturePool.MaximumId);
_channel.TextureManager.SetGraphicsTextureBufferIndex((int)_state.State.TextureBufferIndex);
@@ -971,7 +972,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
for (int index = 0; index < Constants.TotalVertexAttribs; index++)
{
var vertexAttrib = _state.State.VertexAttribState[index];
VertexAttribState vertexAttrib = _state.State.VertexAttribState[index];
int bufferIndex = vertexAttrib.UnpackBufferIndex();
@@ -1065,7 +1066,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
/// </summary>
private void UpdateIndexBufferState()
{
var indexBuffer = _state.State.IndexBufferState;
IndexBufferState indexBuffer = _state.State.IndexBufferState;
if (_drawState.IndexCount == 0)
{
@@ -1109,7 +1110,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
for (int index = 0; index < Constants.TotalVertexBuffers; index++)
{
var vertexBuffer = _state.State.VertexBufferState[index];
VertexBufferState vertexBuffer = _state.State.VertexBufferState[index];
if (!vertexBuffer.UnpackEnable())
{
@@ -1193,8 +1194,8 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
/// </summary>
private void UpdateFaceState()
{
var yControl = _state.State.YControl;
var face = _state.State.FaceState;
YControl yControl = _state.State.YControl;
FaceState face = _state.State.FaceState;
_pipeline.CullEnable = face.CullEnable;
_pipeline.CullMode = face.CullFace;
@@ -1233,7 +1234,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
for (int index = 0; index < Constants.TotalRenderTargets; index++)
{
var colorMask = _state.State.RtColorMask[rtColorMaskShared ? 0 : index];
RtColorMask colorMask = _state.State.RtColorMask[rtColorMaskShared ? 0 : index];
uint componentMask;
@@ -1256,7 +1257,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
{
if (_state.State.BlendUcodeEnable != BlendUcodeEnable.Disabled)
{
if (_context.Capabilities.SupportsBlendEquationAdvanced && _blendManager.TryGetAdvancedBlend(out var blendDescriptor))
if (_context.Capabilities.SupportsBlendEquationAdvanced && _blendManager.TryGetAdvancedBlend(out AdvancedBlendDescriptor blendDescriptor))
{
// Try to HLE it using advanced blend on the host if we can.
_context.Renderer.Pipeline.SetBlendState(blendDescriptor);
@@ -1278,9 +1279,9 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
for (int index = 0; index < Constants.TotalRenderTargets; index++)
{
bool enable = _state.State.BlendEnable[index];
var blend = _state.State.BlendState[index];
BlendState blend = _state.State.BlendState[index];
var descriptor = new BlendDescriptor(
BlendDescriptor descriptor = new BlendDescriptor(
enable,
blendConstant,
blend.ColorOp,
@@ -1306,9 +1307,9 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
else
{
bool enable = _state.State.BlendEnable[0];
var blend = _state.State.BlendStateCommon;
BlendStateCommon blend = _state.State.BlendStateCommon;
var descriptor = new BlendDescriptor(
BlendDescriptor descriptor = new BlendDescriptor(
enable,
blendConstant,
blend.ColorOp,
@@ -1409,7 +1410,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
/// </summary>
private void UpdateShaderState()
{
var shaderCache = _channel.MemoryManager.Physical.ShaderCache;
ShaderCache shaderCache = _channel.MemoryManager.Physical.ShaderCache;
_vtgWritesRtLayer = false;
@@ -1420,7 +1421,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
for (int index = 0; index < 6; index++)
{
var shader = _state.State.ShaderState[index];
ShaderState shader = _state.State.ShaderState[index];
if (!shader.UnpackEnable() && index != 1)
{
continue;
@@ -1525,7 +1526,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
/// </summary>
private void UpdateSupportBufferViewportSize()
{
ref var transform = ref _state.State.ViewportTransform[0];
ref ViewportTransform transform = ref _state.State.ViewportTransform[0];
float scaleX = MathF.Abs(transform.ScaleX);
float scaleY = transform.ScaleY;
@@ -1564,8 +1565,8 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
/// <returns>Current depth mode</returns>
private DepthMode GetDepthMode()
{
ref var transform = ref _state.State.ViewportTransform[0];
ref var extents = ref _state.State.ViewportExtents[0];
ref ViewportTransform transform = ref _state.State.ViewportTransform[0];
ref ViewportExtents extents = ref _state.State.ViewportExtents[0];
DepthMode depthMode;