Ryujinx/Ryujinx.Graphics.Gpu/Shader/ShaderAddresses.cs
Cristallix 4738113f29
Suppress warnings from fields never used or never assigned (CS0169 and CS0649) (#919)
* chore : disable unwanted warnings and minor code cleanup

* chore : remove more warnings

* fix : reorder struct correctly

* fix : restore _isKernel and remove useless comment

* fix : copy/paste error

* fix : restore CallMethod call

* fix : whitespace

* chore : clean using

* feat : remove warnings

* fix : simplify warning removal on struct

* fix : revert fields deletion and code clean up

* fix : re-add RE value

* fix : typo
2020-04-21 07:59:59 +10:00

53 lines
1.8 KiB
C#

using System;
namespace Ryujinx.Graphics.Gpu.Shader
{
/// <summary>
/// Shader code addresses in memory for each shader stage.
/// </summary>
struct ShaderAddresses : IEquatable<ShaderAddresses>
{
#pragma warning disable CS0649
public ulong VertexA;
public ulong Vertex;
public ulong TessControl;
public ulong TessEvaluation;
public ulong Geometry;
public ulong Fragment;
#pragma warning restore CS0649
/// <summary>
/// Check if the addresses are equal.
/// </summary>
/// <param name="other">Shader addresses structure to compare with</param>
/// <returns>True if they are equal, false otherwise</returns>
public override bool Equals(object other)
{
return other is ShaderAddresses addresses && Equals(addresses);
}
/// <summary>
/// Check if the addresses are equal.
/// </summary>
/// <param name="other">Shader addresses structure to compare with</param>
/// <returns>True if they are equal, false otherwise</returns>
public bool Equals(ShaderAddresses other)
{
return VertexA == other.VertexA &&
Vertex == other.Vertex &&
TessControl == other.TessControl &&
TessEvaluation == other.TessEvaluation &&
Geometry == other.Geometry &&
Fragment == other.Fragment;
}
/// <summary>
/// Computes hash code from the addresses.
/// </summary>
/// <returns>Hash code</returns>
public override int GetHashCode()
{
return HashCode.Combine(VertexA, Vertex, TessControl, TessEvaluation, Geometry, Fragment);
}
}
}