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[Ryujinx.Graphics.Gpu] Address dotnet-format issues (#5367)
* 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
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@@ -21,7 +21,7 @@ namespace Ryujinx.Graphics.Gpu.Shader.HashTable
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/// <returns>Hash of the given data</returns>
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public static uint CalcHash(ReadOnlySpan<byte> data)
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{
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HashState state = new HashState();
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HashState state = new();
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state.Initialize();
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state.Continue(data);
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@@ -50,7 +50,7 @@ namespace Ryujinx.Graphics.Gpu.Shader.HashTable
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{
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ulong h = _hash;
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ReadOnlySpan<ulong> dataAsUlong = MemoryMarshal.Cast<byte, ulong>(data.Slice(_start));
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ReadOnlySpan<ulong> dataAsUlong = MemoryMarshal.Cast<byte, ulong>(data[_start..]);
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for (int i = 0; i < dataAsUlong.Length; i++)
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{
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@@ -75,7 +75,7 @@ namespace Ryujinx.Graphics.Gpu.Shader.HashTable
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/// </remarks>
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/// <param name="data">Data to be hashed</param>
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/// <returns>Hash of all the data hashed with this <see cref="HashState"/></returns>
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public uint Finalize(ReadOnlySpan<byte> data)
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public readonly uint Finalize(ReadOnlySpan<byte> data)
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{
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ulong h = _hash;
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