misc: chore: Use explicit types & fix object creation

This commit is contained in:
KeatonTheBot
2026-05-30 16:26:50 -05:00
parent 9d3fecf334
commit 76a123b81d
454 changed files with 3042 additions and 2961 deletions
@@ -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;
@@ -464,8 +465,8 @@ 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 & RenderTargetUpdateFlags.UseControl) == RenderTargetUpdateFlags.UseControl;
bool layered = (updateFlags & RenderTargetUpdateFlags.Layered) == RenderTargetUpdateFlags.Layered;
@@ -474,12 +475,12 @@ 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;
@@ -494,7 +495,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
{
int rtIndex = useControl ? rtControl.UnpackPermutationIndex(index) : index;
var colorState = rtColorStateSpan[rtIndex];
RtColorState colorState = rtColorStateSpan[rtIndex];
if (index >= count || !IsRtEnabled(colorState) || (singleColor && index != singleUse))
{
@@ -544,8 +545,8 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
if (dsEnable && (updateFlags & RenderTargetUpdateFlags.UpdateDepthStencil) == 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,
@@ -647,7 +648,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
if ((_state.State.YControl & YControl.NegateY) != 0)
{
ref var screenScissor = ref _state.State.ScreenScissorState;
ref ScreenScissorState screenScissor = ref _state.State.ScreenScissorState;
y = screenScissor.Height - height - y;
if (y < 0)
@@ -725,8 +726,8 @@ 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 & YControl.NegateY) != 0;
@@ -742,17 +743,17 @@ 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(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 viewportTransformSpan[index];
ref var extents = ref viewportExtentsSpan[index];
ref ViewportTransform transform = ref viewportTransformSpan[index];
ref ViewportExtents extents = ref viewportExtentsSpan[index];
float scaleX = MathF.Abs(transform.ScaleX);
float scaleY = transform.ScaleY;
@@ -847,7 +848,7 @@ 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;
@@ -868,9 +869,9 @@ 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;
@@ -940,10 +941,10 @@ 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
@@ -957,7 +958,7 @@ 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);
@@ -978,7 +979,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
for (int index = 0; index < Constants.TotalVertexAttribs; index++)
{
var vertexAttrib = vertexAttribStateSpan[index];
VertexAttribState vertexAttrib = vertexAttribStateSpan[index];
int bufferIndex = vertexAttrib.UnpackBufferIndex();
@@ -1072,7 +1073,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
/// </summary>
private void UpdateIndexBufferState()
{
var indexBufferNullable = _state?.State.IndexBufferState;
IndexBufferState? indexBufferNullable = _state?.State.IndexBufferState;
if (!indexBufferNullable.HasValue)
{
@@ -1128,7 +1129,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
for (int index = 0; index < Constants.TotalVertexBuffers; index++)
{
var vertexBuffer = vertexBufferStateSpan[index];
VertexBufferState vertexBuffer = vertexBufferStateSpan[index];
if (!vertexBuffer.UnpackEnable())
{
@@ -1212,8 +1213,8 @@ 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;
@@ -1254,7 +1255,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
for (int index = 0; index < Constants.TotalRenderTargets; index++)
{
var colorMask = rtColorMaskSpan[rtColorMaskShared ? 0 : index];
RtColorMask colorMask = rtColorMaskSpan[rtColorMaskShared ? 0 : index];
uint componentMask;
@@ -1277,7 +1278,7 @@ 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);
@@ -1303,9 +1304,9 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
for (int index = 0; index < Constants.TotalRenderTargets; index++)
{
bool enable = blendEnableSpan[index];
var blend = blendStateSpan[index];
BlendState blend = blendStateSpan[index];
var descriptor = new BlendDescriptor(
BlendDescriptor descriptor = new(
enable,
blendConstant,
blend.ColorOp,
@@ -1331,9 +1332,9 @@ 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(
enable,
blendConstant,
blend.ColorOp,
@@ -1436,7 +1437,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
/// </summary>
private void UpdateShaderState()
{
var shaderCache = _channel.MemoryManager.Physical.ShaderCache;
ShaderCache shaderCache = _channel.MemoryManager.Physical.ShaderCache;
_vtgWritesRtLayer = false;
@@ -1448,7 +1449,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
for (int index = 0; index < 6; index++)
{
var shader = shaderStateSpan[index];
ShaderState shader = shaderStateSpan[index];
if (!shader.UnpackEnable() && index != 1)
{
continue;
@@ -1553,7 +1554,7 @@ 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;
@@ -1592,8 +1593,8 @@ 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;