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3b46bb73f7
* 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
49 lines
1.6 KiB
C#
49 lines
1.6 KiB
C#
using Ryujinx.Graphics.Shader;
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namespace Ryujinx.Graphics.Gpu.Shader
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{
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/// <summary>
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/// Paths where shader code was dumped on disk.
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/// </summary>
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readonly struct ShaderDumpPaths
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{
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/// <summary>
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/// Path where the full shader code with header was dumped, or null if not dumped.
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/// </summary>
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public string FullPath { get; }
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/// <summary>
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/// Path where the shader code without header was dumped, or null if not dumped.
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/// </summary>
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public string CodePath { get; }
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/// <summary>
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/// True if the shader was dumped, false otherwise.
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/// </summary>
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public bool HasPath => FullPath != null && CodePath != null;
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/// <summary>
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/// Creates a new shader dumps path structure.
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/// </summary>
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/// <param name="fullPath">Path where the full shader code with header was dumped, or null if not dumped</param>
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/// <param name="codePath">Path where the shader code without header was dumped, or null if not dumped</param>
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public ShaderDumpPaths(string fullPath, string codePath)
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{
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FullPath = fullPath;
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CodePath = codePath;
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}
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/// <summary>
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/// Prepends the shader paths on the program source, as a comment.
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/// </summary>
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/// <param name="program">Program to prepend into</param>
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public void Prepend(ShaderProgram program)
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{
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if (HasPath)
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{
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program.Prepend("// " + CodePath);
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program.Prepend("// " + FullPath);
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}
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}
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}
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}
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