Make dotnet format happy

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Isaac Marovitz 2024-05-27 18:09:29 -04:00
parent 2225aa17e3
commit 9238b6723c
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GPG Key ID: 97250B2B09A132E1
2 changed files with 8 additions and 8 deletions

View File

@ -78,7 +78,7 @@ namespace Ryujinx.Graphics.Metal
public EncoderState() { } public EncoderState() { }
public EncoderState Clone() public readonly EncoderState Clone()
{ {
// Certain state (like viewport and scissor) doesn't need to be cloned, as it is always reacreated when assigned to // Certain state (like viewport and scissor) doesn't need to be cloned, as it is always reacreated when assigned to
EncoderState clone = this; EncoderState clone = this;

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@ -18,16 +18,16 @@ namespace Ryujinx.Graphics.Metal
private int _width; private int _width;
private int _height; private int _height;
private bool _vsyncEnabled; // private bool _vsyncEnabled;
private AntiAliasing _currentAntiAliasing; private AntiAliasing _currentAntiAliasing;
private bool _updateEffect; private bool _updateEffect;
private IPostProcessingEffect _effect; private IPostProcessingEffect _effect;
private IScalingFilter _scalingFilter; private IScalingFilter _scalingFilter;
private bool _isLinear; private bool _isLinear;
private float _scalingFilterLevel; // private float _scalingFilterLevel;
private bool _updateScalingFilter; private bool _updateScalingFilter;
private ScalingFilter _currentScalingFilter; private ScalingFilter _currentScalingFilter;
private bool _colorSpacePassthroughEnabled; // private bool _colorSpacePassthroughEnabled;
public Window(MetalRenderer renderer, CAMetalLayer metalLayer) public Window(MetalRenderer renderer, CAMetalLayer metalLayer)
{ {
@ -119,7 +119,7 @@ namespace Ryujinx.Graphics.Metal
public void ChangeVSyncMode(bool vsyncEnabled) public void ChangeVSyncMode(bool vsyncEnabled)
{ {
_vsyncEnabled = vsyncEnabled; // _vsyncEnabled = vsyncEnabled;
} }
public void SetAntiAliasing(AntiAliasing effect) public void SetAntiAliasing(AntiAliasing effect)
@ -148,13 +148,13 @@ namespace Ryujinx.Graphics.Metal
public void SetScalingFilterLevel(float level) public void SetScalingFilterLevel(float level)
{ {
_scalingFilterLevel = level; // _scalingFilterLevel = level;
_updateScalingFilter = true; _updateScalingFilter = true;
} }
public void SetColorSpacePassthrough(bool colorSpacePassThroughEnabled) public void SetColorSpacePassthrough(bool colorSpacePassThroughEnabled)
{ {
_colorSpacePassthroughEnabled = colorSpacePassThroughEnabled; // _colorSpacePassthroughEnabled = colorSpacePassThroughEnabled;
} }
private void UpdateEffect() private void UpdateEffect()
@ -177,7 +177,7 @@ namespace Ryujinx.Graphics.Metal
case AntiAliasing.SmaaMedium: case AntiAliasing.SmaaMedium:
case AntiAliasing.SmaaHigh: case AntiAliasing.SmaaHigh:
case AntiAliasing.SmaaUltra: case AntiAliasing.SmaaUltra:
var quality = _currentAntiAliasing - AntiAliasing.SmaaLow; // var quality = _currentAntiAliasing - AntiAliasing.SmaaLow;
Logger.Warning?.PrintMsg(LogClass.Gpu, "SMAA not implemented for Metal backend!"); Logger.Warning?.PrintMsg(LogClass.Gpu, "SMAA not implemented for Metal backend!");
break; break;
} }