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misc: chore: Use collection expressions in OpenGL project
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@ -7,7 +7,7 @@ namespace Ryujinx.Graphics.OpenGL.Effects
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{
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public static int CompileProgram(string shaderCode, ShaderType shaderType)
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{
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return CompileProgram(new string[] { shaderCode }, shaderType);
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return CompileProgram([shaderCode], shaderType);
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}
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public static int CompileProgram(string[] shaders, ShaderType shaderType)
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@ -44,11 +44,11 @@ namespace Ryujinx.Graphics.OpenGL.Effects.Smaa
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{
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_renderer = renderer;
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_edgeShaderPrograms = Array.Empty<int>();
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_blendShaderPrograms = Array.Empty<int>();
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_neighbourShaderPrograms = Array.Empty<int>();
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_edgeShaderPrograms = [];
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_blendShaderPrograms = [];
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_neighbourShaderPrograms = [];
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_qualities = new string[] { "SMAA_PRESET_LOW", "SMAA_PRESET_MEDIUM", "SMAA_PRESET_HIGH", "SMAA_PRESET_ULTRA" };
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_qualities = ["SMAA_PRESET_LOW", "SMAA_PRESET_MEDIUM", "SMAA_PRESET_HIGH", "SMAA_PRESET_ULTRA"];
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Quality = quality;
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@ -93,7 +93,7 @@ namespace Ryujinx.Graphics.OpenGL.Effects.Smaa
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string blendShaderData = EmbeddedResources.ReadAllText("Ryujinx.Graphics.OpenGL/Effects/Shaders/smaa_blend.glsl");
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string neighbourShaderData = EmbeddedResources.ReadAllText("Ryujinx.Graphics.OpenGL/Effects/Shaders/smaa_neighbour.glsl");
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string[] shaders = new string[] { presets, edgeShaderData };
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string[] shaders = [presets, edgeShaderData];
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int edgeProgram = ShaderHelper.CompileProgram(shaders, ShaderType.ComputeShader);
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shaders[1] = blendShaderData;
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@ -12,7 +12,7 @@ namespace Ryujinx.Graphics.OpenGL.Image
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public IntermediatePool(OpenGLRenderer renderer)
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{
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_renderer = renderer;
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_entries = new List<TextureView>();
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_entries = [];
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}
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public TextureView GetOrCreateWithAtLeast(
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@ -190,7 +190,8 @@ void main()
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{
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int csHandle = GL.CreateShader(ShaderType.ComputeShader);
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string[] formatTable = new[] { "r8ui", "r16ui", "r32ui", "rg8ui", "rg16ui", "rg32ui", "rgba8ui", "rgba16ui", "rgba32ui" };
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string[] formatTable = ["r8ui", "r16ui", "r32ui", "rg8ui", "rg16ui", "rg32ui", "rgba8ui", "rgba16ui", "rgba32ui"
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];
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string srcFormat = formatTable[srcIndex];
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string dstFormat = formatTable[dstIndex];
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@ -67,13 +67,13 @@ namespace Ryujinx.Graphics.OpenGL.Image
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GL.BindTexture(target, Handle);
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int[] swizzleRgba = new int[]
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{
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int[] swizzleRgba =
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[
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(int)Info.SwizzleR.Convert(),
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(int)Info.SwizzleG.Convert(),
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(int)Info.SwizzleB.Convert(),
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(int)Info.SwizzleA.Convert(),
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};
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(int)Info.SwizzleA.Convert()
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];
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if (Info.Format == Format.A1B5G5R5Unorm)
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{
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@ -35,8 +35,8 @@ namespace Ryujinx.Graphics.OpenGL
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private bool _stencilTestEnable;
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private bool _cullEnable;
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private float[] _viewportArray = Array.Empty<float>();
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private double[] _depthRangeArray = Array.Empty<double>();
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private float[] _viewportArray = [];
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private double[] _depthRangeArray = [];
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private int _boundDrawFramebuffer;
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private int _boundReadFramebuffer;
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@ -111,7 +111,7 @@ namespace Ryujinx.Graphics.OpenGL
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(componentMask & 4) != 0,
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(componentMask & 8) != 0);
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float[] colors = new float[] { color.Red, color.Green, color.Blue, color.Alpha };
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float[] colors = [color.Red, color.Green, color.Blue, color.Alpha];
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if (layer != 0 || layerCount != _framebuffer.GetColorLayerCount(index))
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{
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@ -34,7 +34,7 @@ namespace Ryujinx.Graphics.OpenGL
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{
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if (!_textures.TryGetValue(view.Info, out List<DisposedTexture> list))
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{
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list = new List<DisposedTexture>();
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list = [];
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_textures.Add(view.Info, list);
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}
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@ -17,7 +17,7 @@ namespace Ryujinx.Graphics.OpenGL
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private ulong _firstHandle = 0;
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private static ClientWaitSyncFlags SyncFlags => HwCapabilities.RequiresSyncFlush ? ClientWaitSyncFlags.None : ClientWaitSyncFlags.SyncFlushCommandsBit;
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private readonly List<SyncHandle> _handles = new();
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private readonly List<SyncHandle> _handles = [];
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public void Create(ulong id)
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{
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