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https://github.com/Ryujinx/Ryujinx.git
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7c989f88bd
* 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 * Silence dotnet format IDE0052 warnings * Address dotnet format CA1816 warnings * Address or silence dotnet format CA1069 warnings * Address remaining dotnet format analyzer warnings * Address review comments * 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 * Revert formatting changes for while and for-loops * Another rebase, another dotnet format run * Run dotnet format whitespace after rebase * Run dotnet format style after rebase * Run dotnet format analyzers after rebase * Run dotnet format after rebase and remove unused usings - analyzers - style - whitespace * Disable 'prefer switch expression' rule * Add comments to disabled warnings * Simplify properties and array initialization, Use const when possible, Remove trailing commas * Start working on disabled warnings * Address IDE0251 warnings * 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 * Address review feedback * Add trailing commas * Remove SuppressMessage for IDE0066 * Make explicit Equals implementation implicit
33 lines
929 B
C#
33 lines
929 B
C#
namespace Ryujinx.Graphics.GAL
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{
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public readonly struct Viewport
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{
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public Rectangle<float> Region { get; }
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public ViewportSwizzle SwizzleX { get; }
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public ViewportSwizzle SwizzleY { get; }
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public ViewportSwizzle SwizzleZ { get; }
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public ViewportSwizzle SwizzleW { get; }
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public float DepthNear { get; }
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public float DepthFar { get; }
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public Viewport(
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Rectangle<float> region,
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ViewportSwizzle swizzleX,
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ViewportSwizzle swizzleY,
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ViewportSwizzle swizzleZ,
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ViewportSwizzle swizzleW,
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float depthNear,
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float depthFar)
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{
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Region = region;
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SwizzleX = swizzleX;
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SwizzleY = swizzleY;
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SwizzleZ = swizzleZ;
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SwizzleW = swizzleW;
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DepthNear = depthNear;
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DepthFar = depthFar;
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}
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}
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}
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