Make dotnet format happy
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2 changed files with 8 additions and 8 deletions
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@ -78,7 +78,7 @@ namespace Ryujinx.Graphics.Metal
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public EncoderState() { }
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public EncoderState() { }
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public EncoderState Clone()
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public readonly EncoderState Clone()
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{
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{
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// Certain state (like viewport and scissor) doesn't need to be cloned, as it is always reacreated when assigned to
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// Certain state (like viewport and scissor) doesn't need to be cloned, as it is always reacreated when assigned to
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EncoderState clone = this;
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EncoderState clone = this;
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@ -18,16 +18,16 @@ namespace Ryujinx.Graphics.Metal
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private int _width;
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private int _width;
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private int _height;
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private int _height;
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private bool _vsyncEnabled;
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// private bool _vsyncEnabled;
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private AntiAliasing _currentAntiAliasing;
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private AntiAliasing _currentAntiAliasing;
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private bool _updateEffect;
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private bool _updateEffect;
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private IPostProcessingEffect _effect;
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private IPostProcessingEffect _effect;
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private IScalingFilter _scalingFilter;
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private IScalingFilter _scalingFilter;
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private bool _isLinear;
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private bool _isLinear;
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private float _scalingFilterLevel;
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// private float _scalingFilterLevel;
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private bool _updateScalingFilter;
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private bool _updateScalingFilter;
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private ScalingFilter _currentScalingFilter;
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private ScalingFilter _currentScalingFilter;
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private bool _colorSpacePassthroughEnabled;
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// private bool _colorSpacePassthroughEnabled;
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public Window(MetalRenderer renderer, CAMetalLayer metalLayer)
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public Window(MetalRenderer renderer, CAMetalLayer metalLayer)
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{
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{
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@ -119,7 +119,7 @@ namespace Ryujinx.Graphics.Metal
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public void ChangeVSyncMode(bool vsyncEnabled)
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public void ChangeVSyncMode(bool vsyncEnabled)
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{
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{
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_vsyncEnabled = vsyncEnabled;
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// _vsyncEnabled = vsyncEnabled;
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}
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}
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public void SetAntiAliasing(AntiAliasing effect)
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public void SetAntiAliasing(AntiAliasing effect)
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@ -148,13 +148,13 @@ namespace Ryujinx.Graphics.Metal
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public void SetScalingFilterLevel(float level)
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public void SetScalingFilterLevel(float level)
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{
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{
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_scalingFilterLevel = level;
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// _scalingFilterLevel = level;
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_updateScalingFilter = true;
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_updateScalingFilter = true;
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}
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}
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public void SetColorSpacePassthrough(bool colorSpacePassThroughEnabled)
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public void SetColorSpacePassthrough(bool colorSpacePassThroughEnabled)
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{
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{
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_colorSpacePassthroughEnabled = colorSpacePassThroughEnabled;
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// _colorSpacePassthroughEnabled = colorSpacePassThroughEnabled;
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}
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}
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private void UpdateEffect()
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private void UpdateEffect()
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@ -177,7 +177,7 @@ namespace Ryujinx.Graphics.Metal
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case AntiAliasing.SmaaMedium:
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case AntiAliasing.SmaaMedium:
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case AntiAliasing.SmaaHigh:
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case AntiAliasing.SmaaHigh:
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case AntiAliasing.SmaaUltra:
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case AntiAliasing.SmaaUltra:
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var quality = _currentAntiAliasing - AntiAliasing.SmaaLow;
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// var quality = _currentAntiAliasing - AntiAliasing.SmaaLow;
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Logger.Warning?.PrintMsg(LogClass.Gpu, "SMAA not implemented for Metal backend!");
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Logger.Warning?.PrintMsg(LogClass.Gpu, "SMAA not implemented for Metal backend!");
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break;
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break;
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}
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}
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