misc: chore: Use collection expressions in OpenGL project

This commit is contained in:
Evan Husted 2025-01-26 15:50:22 -06:00
parent aa0cb50c5d
commit a5dbcb75d0
8 changed files with 18 additions and 17 deletions

View File

@ -7,7 +7,7 @@ namespace Ryujinx.Graphics.OpenGL.Effects
{
public static int CompileProgram(string shaderCode, ShaderType shaderType)
{
return CompileProgram(new string[] { shaderCode }, shaderType);
return CompileProgram([shaderCode], shaderType);
}
public static int CompileProgram(string[] shaders, ShaderType shaderType)

View File

@ -44,11 +44,11 @@ namespace Ryujinx.Graphics.OpenGL.Effects.Smaa
{
_renderer = renderer;
_edgeShaderPrograms = Array.Empty<int>();
_blendShaderPrograms = Array.Empty<int>();
_neighbourShaderPrograms = Array.Empty<int>();
_edgeShaderPrograms = [];
_blendShaderPrograms = [];
_neighbourShaderPrograms = [];
_qualities = new string[] { "SMAA_PRESET_LOW", "SMAA_PRESET_MEDIUM", "SMAA_PRESET_HIGH", "SMAA_PRESET_ULTRA" };
_qualities = ["SMAA_PRESET_LOW", "SMAA_PRESET_MEDIUM", "SMAA_PRESET_HIGH", "SMAA_PRESET_ULTRA"];
Quality = quality;
@ -93,7 +93,7 @@ namespace Ryujinx.Graphics.OpenGL.Effects.Smaa
string blendShaderData = EmbeddedResources.ReadAllText("Ryujinx.Graphics.OpenGL/Effects/Shaders/smaa_blend.glsl");
string neighbourShaderData = EmbeddedResources.ReadAllText("Ryujinx.Graphics.OpenGL/Effects/Shaders/smaa_neighbour.glsl");
string[] shaders = new string[] { presets, edgeShaderData };
string[] shaders = [presets, edgeShaderData];
int edgeProgram = ShaderHelper.CompileProgram(shaders, ShaderType.ComputeShader);
shaders[1] = blendShaderData;

View File

@ -12,7 +12,7 @@ namespace Ryujinx.Graphics.OpenGL.Image
public IntermediatePool(OpenGLRenderer renderer)
{
_renderer = renderer;
_entries = new List<TextureView>();
_entries = [];
}
public TextureView GetOrCreateWithAtLeast(

View File

@ -190,7 +190,8 @@ void main()
{
int csHandle = GL.CreateShader(ShaderType.ComputeShader);
string[] formatTable = new[] { "r8ui", "r16ui", "r32ui", "rg8ui", "rg16ui", "rg32ui", "rgba8ui", "rgba16ui", "rgba32ui" };
string[] formatTable = ["r8ui", "r16ui", "r32ui", "rg8ui", "rg16ui", "rg32ui", "rgba8ui", "rgba16ui", "rgba32ui"
];
string srcFormat = formatTable[srcIndex];
string dstFormat = formatTable[dstIndex];

View File

@ -67,13 +67,13 @@ namespace Ryujinx.Graphics.OpenGL.Image
GL.BindTexture(target, Handle);
int[] swizzleRgba = new int[]
{
int[] swizzleRgba =
[
(int)Info.SwizzleR.Convert(),
(int)Info.SwizzleG.Convert(),
(int)Info.SwizzleB.Convert(),
(int)Info.SwizzleA.Convert(),
};
(int)Info.SwizzleA.Convert()
];
if (Info.Format == Format.A1B5G5R5Unorm)
{

View File

@ -35,8 +35,8 @@ namespace Ryujinx.Graphics.OpenGL
private bool _stencilTestEnable;
private bool _cullEnable;
private float[] _viewportArray = Array.Empty<float>();
private double[] _depthRangeArray = Array.Empty<double>();
private float[] _viewportArray = [];
private double[] _depthRangeArray = [];
private int _boundDrawFramebuffer;
private int _boundReadFramebuffer;
@ -111,7 +111,7 @@ namespace Ryujinx.Graphics.OpenGL
(componentMask & 4) != 0,
(componentMask & 8) != 0);
float[] colors = new float[] { color.Red, color.Green, color.Blue, color.Alpha };
float[] colors = [color.Red, color.Green, color.Blue, color.Alpha];
if (layer != 0 || layerCount != _framebuffer.GetColorLayerCount(index))
{

View File

@ -34,7 +34,7 @@ namespace Ryujinx.Graphics.OpenGL
{
if (!_textures.TryGetValue(view.Info, out List<DisposedTexture> list))
{
list = new List<DisposedTexture>();
list = [];
_textures.Add(view.Info, list);
}

View File

@ -17,7 +17,7 @@ namespace Ryujinx.Graphics.OpenGL
private ulong _firstHandle = 0;
private static ClientWaitSyncFlags SyncFlags => HwCapabilities.RequiresSyncFlush ? ClientWaitSyncFlags.None : ClientWaitSyncFlags.SyncFlushCommandsBit;
private readonly List<SyncHandle> _handles = new();
private readonly List<SyncHandle> _handles = [];
public void Create(ulong id)
{