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

@ -157,7 +157,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Msl.Instructions
bool isArray = (texOp.Type & SamplerType.Array) != 0;
var texCallBuilder = new StringBuilder();
StringBuilder texCallBuilder = new StringBuilder();
int srcIndex = 0;
@ -194,7 +194,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Msl.Instructions
texCallBuilder.Append('(');
var coordsBuilder = new StringBuilder();
StringBuilder coordsBuilder = new StringBuilder();
int coordsCount = texOp.Type.GetDimensions();
@ -326,8 +326,8 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Msl.Instructions
coordsExpr = GetSourceExpr(context, texOp.GetSource(coordsIndex), AggregateType.FP32);
}
var clamped = $"{textureName}.calculate_clamped_lod({samplerName}, {coordsExpr})";
var unclamped = $"{textureName}.calculate_unclamped_lod({samplerName}, {coordsExpr})";
string clamped = $"{textureName}.calculate_clamped_lod({samplerName}, {coordsExpr})";
string unclamped = $"{textureName}.calculate_unclamped_lod({samplerName}, {coordsExpr})";
return $"float2({clamped}, {unclamped}){GetMask(texOp.Index)}";
}
@ -352,7 +352,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Msl.Instructions
bool isArray = (texOp.Type & SamplerType.Array) != 0;
bool isShadow = (texOp.Type & SamplerType.Shadow) != 0;
var texCallBuilder = new StringBuilder();
StringBuilder texCallBuilder = new StringBuilder();
bool colorIsVector = isGather || !isShadow;
@ -525,8 +525,8 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Msl.Instructions
private static string GetSamplerName(CodeGenContext context, AstTextureOperation texOp, ref int srcIndex)
{
var index = texOp.IsSeparate ? texOp.GetSamplerSetAndBinding() : texOp.GetTextureSetAndBinding();
var sourceIndex = texOp.IsSeparate ? srcIndex++ : srcIndex + 1;
SetBindingPair index = texOp.IsSeparate ? texOp.GetSamplerSetAndBinding() : texOp.GetTextureSetAndBinding();
int sourceIndex = texOp.IsSeparate ? srcIndex++ : srcIndex + 1;
TextureDefinition samplerDefinition = context.Properties.Textures[index];
string name = samplerDefinition.Name;
@ -589,7 +589,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Msl.Instructions
{
AstTextureOperation texOp = (AstTextureOperation)operation;
var texCallBuilder = new StringBuilder();
StringBuilder texCallBuilder = new StringBuilder();
int srcIndex = 0;