diff options
author | TSRBerry <20988865+TSRBerry@users.noreply.github.com> | 2023-06-28 19:03:27 +0200 |
---|---|---|
committer | GitHub <noreply@github.com> | 2023-06-28 19:03:27 +0200 |
commit | 40daca5684afdc8a62dfcb1beb27c58b5262c9e7 (patch) | |
tree | 0b4fc882c96771a5a7b4efa54085cf3dd5c15b42 /src/Ryujinx.Headless.SDL2/OpenGL/OpenGLWindow.cs | |
parent | 981e0c082d8b55e65b7bd9ef07c92ed761b88ab7 (diff) |
[Ryujinx.Headless.SDL2] Address dotnet-format issues (#5379)1.1.939
* 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
* Address or silence dotnet format CA1806 and a few CA1854 warnings
* 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
* Simplify properties and array initialization, Use const when possible, Remove trailing commas
* Revert "Simplify properties and array initialization, Use const when possible, Remove trailing commas"
This reverts commit 9462e4136c0a2100dc28b20cf9542e06790aa67e.
* dotnet format whitespace after rebase
* First dotnet format pass
* Add trailing commas
* Fix naming and formatting issues
Diffstat (limited to 'src/Ryujinx.Headless.SDL2/OpenGL/OpenGLWindow.cs')
-rw-r--r-- | src/Ryujinx.Headless.SDL2/OpenGL/OpenGLWindow.cs | 56 |
1 files changed, 32 insertions, 24 deletions
diff --git a/src/Ryujinx.Headless.SDL2/OpenGL/OpenGLWindow.cs b/src/Ryujinx.Headless.SDL2/OpenGL/OpenGLWindow.cs index dc7d811b..199f723e 100644 --- a/src/Ryujinx.Headless.SDL2/OpenGL/OpenGLWindow.cs +++ b/src/Ryujinx.Headless.SDL2/OpenGL/OpenGLWindow.cs @@ -11,23 +11,31 @@ namespace Ryujinx.Headless.SDL2.OpenGL { class OpenGLWindow : WindowBase { + private static void CheckResult(int result) + { + if (result < 0) + { + throw new InvalidOperationException($"SDL_GL function returned an error: {SDL_GetError()}"); + } + } + private static void SetupOpenGLAttributes(bool sharedContext, GraphicsDebugLevel debugLevel) { - SDL_GL_SetAttribute(SDL_GLattr.SDL_GL_CONTEXT_MAJOR_VERSION, 3); - SDL_GL_SetAttribute(SDL_GLattr.SDL_GL_CONTEXT_MINOR_VERSION, 3); - SDL_GL_SetAttribute(SDL_GLattr.SDL_GL_CONTEXT_PROFILE_MASK, SDL_GLprofile.SDL_GL_CONTEXT_PROFILE_COMPATIBILITY); - SDL_GL_SetAttribute(SDL_GLattr.SDL_GL_CONTEXT_FLAGS, debugLevel != GraphicsDebugLevel.None ? (int)SDL_GLcontext.SDL_GL_CONTEXT_DEBUG_FLAG : 0); - SDL_GL_SetAttribute(SDL_GLattr.SDL_GL_SHARE_WITH_CURRENT_CONTEXT, sharedContext ? 1 : 0); - - SDL_GL_SetAttribute(SDL_GLattr.SDL_GL_ACCELERATED_VISUAL, 1); - SDL_GL_SetAttribute(SDL_GLattr.SDL_GL_RED_SIZE, 8); - SDL_GL_SetAttribute(SDL_GLattr.SDL_GL_GREEN_SIZE, 8); - SDL_GL_SetAttribute(SDL_GLattr.SDL_GL_BLUE_SIZE, 8); - SDL_GL_SetAttribute(SDL_GLattr.SDL_GL_ALPHA_SIZE, 8); - SDL_GL_SetAttribute(SDL_GLattr.SDL_GL_DEPTH_SIZE, 16); - SDL_GL_SetAttribute(SDL_GLattr.SDL_GL_STENCIL_SIZE, 0); - SDL_GL_SetAttribute(SDL_GLattr.SDL_GL_DOUBLEBUFFER, 1); - SDL_GL_SetAttribute(SDL_GLattr.SDL_GL_STEREO, 0); + CheckResult(SDL_GL_SetAttribute(SDL_GLattr.SDL_GL_CONTEXT_MAJOR_VERSION, 3)); + CheckResult(SDL_GL_SetAttribute(SDL_GLattr.SDL_GL_CONTEXT_MINOR_VERSION, 3)); + CheckResult(SDL_GL_SetAttribute(SDL_GLattr.SDL_GL_CONTEXT_PROFILE_MASK, SDL_GLprofile.SDL_GL_CONTEXT_PROFILE_COMPATIBILITY)); + CheckResult(SDL_GL_SetAttribute(SDL_GLattr.SDL_GL_CONTEXT_FLAGS, debugLevel != GraphicsDebugLevel.None ? (int)SDL_GLcontext.SDL_GL_CONTEXT_DEBUG_FLAG : 0)); + CheckResult(SDL_GL_SetAttribute(SDL_GLattr.SDL_GL_SHARE_WITH_CURRENT_CONTEXT, sharedContext ? 1 : 0)); + + CheckResult(SDL_GL_SetAttribute(SDL_GLattr.SDL_GL_ACCELERATED_VISUAL, 1)); + CheckResult(SDL_GL_SetAttribute(SDL_GLattr.SDL_GL_RED_SIZE, 8)); + CheckResult(SDL_GL_SetAttribute(SDL_GLattr.SDL_GL_GREEN_SIZE, 8)); + CheckResult(SDL_GL_SetAttribute(SDL_GLattr.SDL_GL_BLUE_SIZE, 8)); + CheckResult(SDL_GL_SetAttribute(SDL_GLattr.SDL_GL_ALPHA_SIZE, 8)); + CheckResult(SDL_GL_SetAttribute(SDL_GLattr.SDL_GL_DEPTH_SIZE, 16)); + CheckResult(SDL_GL_SetAttribute(SDL_GLattr.SDL_GL_STENCIL_SIZE, 0)); + CheckResult(SDL_GL_SetAttribute(SDL_GLattr.SDL_GL_DOUBLEBUFFER, 1)); + CheckResult(SDL_GL_SetAttribute(SDL_GLattr.SDL_GL_STEREO, 0)); } private class OpenToolkitBindingsContext : IBindingsContext @@ -40,9 +48,9 @@ namespace Ryujinx.Headless.SDL2.OpenGL private class SDL2OpenGLContext : IOpenGLContext { - private IntPtr _context; - private IntPtr _window; - private bool _shouldDisposeWindow; + private readonly IntPtr _context; + private readonly IntPtr _window; + private readonly bool _shouldDisposeWindow; public SDL2OpenGLContext(IntPtr context, IntPtr window, bool shouldDisposeWindow = true) { @@ -62,9 +70,9 @@ namespace Ryujinx.Headless.SDL2.OpenGL GL.LoadBindings(new OpenToolkitBindingsContext()); - SDL_GL_SetAttribute(SDL_GLattr.SDL_GL_SHARE_WITH_CURRENT_CONTEXT, 0); + CheckResult(SDL_GL_SetAttribute(SDL_GLattr.SDL_GL_SHARE_WITH_CURRENT_CONTEXT, 0)); - SDL_GL_MakeCurrent(windowHandle, IntPtr.Zero); + CheckResult(SDL_GL_MakeCurrent(windowHandle, IntPtr.Zero)); return new SDL2OpenGLContext(context, windowHandle); } @@ -99,7 +107,7 @@ namespace Ryujinx.Headless.SDL2.OpenGL } } - private GraphicsDebugLevel _glLogLevel; + private readonly GraphicsDebugLevel _glLogLevel; private SDL2OpenGLContext _openGLContext; public OpenGLWindow( @@ -120,7 +128,7 @@ namespace Ryujinx.Headless.SDL2.OpenGL // Ensure to not share this context with other contexts before this point. SetupOpenGLAttributes(false, _glLogLevel); IntPtr context = SDL_GL_CreateContext(WindowHandle); - SDL_GL_SetSwapInterval(1); + CheckResult(SDL_GL_SetSwapInterval(1)); if (context == IntPtr.Zero) { @@ -157,7 +165,7 @@ namespace Ryujinx.Headless.SDL2.OpenGL Device.DisposeGpu(); // Unbind context and destroy everything - SDL_GL_MakeCurrent(WindowHandle, IntPtr.Zero); + CheckResult(SDL_GL_MakeCurrent(WindowHandle, IntPtr.Zero)); _openGLContext.Dispose(); } @@ -166,4 +174,4 @@ namespace Ryujinx.Headless.SDL2.OpenGL SDL_GL_SwapWindow(WindowHandle); } } -}
\ No newline at end of file +} |