Fix ~3500 analyser issues

See merge request ryubing/ryujinx!44
This commit is contained in:
MrKev
2025-05-30 17:08:34 -05:00
committed by LotP
parent 417df486b1
commit 361d0c5632
622 changed files with 3080 additions and 2652 deletions

View File

@@ -1,6 +1,5 @@
namespace Ryujinx.Graphics.Gpu
{
#pragma warning disable CA2211 // Non-constant fields should not be visible
/// <summary>
/// General GPU and graphics configuration.
/// </summary>
@@ -9,25 +8,25 @@ namespace Ryujinx.Graphics.Gpu
/// <summary>
/// Resolution scale.
/// </summary>
public static float ResScale = 1f;
public static float ResScale { get; set; } = 1f;
/// <summary>
/// Max Anisotropy. Values range from 0 - 16. Set to -1 to let the game decide.
/// </summary>
public static float MaxAnisotropy = -1;
public static float MaxAnisotropy { get; set; } = -1;
/// <summary>
/// Base directory used to write shader code dumps.
/// Set to null to disable code dumping.
/// </summary>
public static string ShadersDumpPath;
public static string ShadersDumpPath { get; set; }
/// <summary>
/// Fast GPU time calculates the internal GPU time ticks as if the GPU was capable of
/// processing commands almost instantly, instead of using the host timer.
/// This can avoid lower resolution on some games when GPU performance is poor.
/// </summary>
public static bool FastGpuTime = true;
public static bool FastGpuTime { get; set; } = true;
/// <summary>
/// Enables or disables fast 2d engine texture copies entirely on CPU when possible.
@@ -35,43 +34,42 @@ namespace Ryujinx.Graphics.Gpu
/// as textures will not need to be created for the copy, and the data does not need to be
/// flushed from GPU.
/// </summary>
public static bool Fast2DCopy = true;
public static bool Fast2DCopy { get; set; } = true;
/// <summary>
/// Enables or disables the Just-in-Time compiler for GPU Macro code.
/// </summary>
public static bool EnableMacroJit = true;
public static bool EnableMacroJit { get; set; } = true;
/// <summary>
/// Enables or disables high-level emulation of common GPU Macro code.
/// </summary>
public static bool EnableMacroHLE = true;
public static bool EnableMacroHLE { get; set; } = true;
/// <summary>
/// Title id of the current running game.
/// Used by the shader cache.
/// </summary>
public static string TitleId;
public static string TitleId { get; set; }
/// <summary>
/// Enables or disables the shader cache.
/// </summary>
public static bool EnableShaderCache;
public static bool EnableShaderCache { get; set; }
/// <summary>
/// Enables or disables shader SPIR-V compilation.
/// </summary>
public static bool EnableSpirvCompilationOnVulkan = true;
public static bool EnableSpirvCompilationOnVulkan { get; set; } = true;
/// <summary>
/// Enables or disables recompression of compressed textures that are not natively supported by the host.
/// </summary>
public static bool EnableTextureRecompression = false;
public static bool EnableTextureRecompression { get; set; } = false;
/// <summary>
/// Enables or disables color space passthrough, if available.
/// </summary>
public static bool EnableColorSpacePassthrough = false;
public static bool EnableColorSpacePassthrough { get; set; } = false;
}
#pragma warning restore CA2211
}