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) 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) public static int CompileProgram(string[] shaders, ShaderType shaderType)

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@ -44,11 +44,11 @@ namespace Ryujinx.Graphics.OpenGL.Effects.Smaa
{ {
_renderer = renderer; _renderer = renderer;
_edgeShaderPrograms = Array.Empty<int>(); _edgeShaderPrograms = [];
_blendShaderPrograms = Array.Empty<int>(); _blendShaderPrograms = [];
_neighbourShaderPrograms = Array.Empty<int>(); _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; 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 blendShaderData = EmbeddedResources.ReadAllText("Ryujinx.Graphics.OpenGL/Effects/Shaders/smaa_blend.glsl");
string neighbourShaderData = EmbeddedResources.ReadAllText("Ryujinx.Graphics.OpenGL/Effects/Shaders/smaa_neighbour.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); int edgeProgram = ShaderHelper.CompileProgram(shaders, ShaderType.ComputeShader);
shaders[1] = blendShaderData; shaders[1] = blendShaderData;

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

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@ -190,7 +190,8 @@ void main()
{ {
int csHandle = GL.CreateShader(ShaderType.ComputeShader); 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 srcFormat = formatTable[srcIndex];
string dstFormat = formatTable[dstIndex]; string dstFormat = formatTable[dstIndex];

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

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

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

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