Use out var syntax

This commit is contained in:
teinarss
2020-08-16 10:49:33 +02:00
committed by Paul Chote
parent d52e4793fe
commit 27f1a7ab27
193 changed files with 395 additions and 826 deletions

View File

@@ -51,16 +51,13 @@ namespace OpenRA.Platforms.Default
OpenGL.CheckGLError();
OpenGL.glCompileShader(shader);
OpenGL.CheckGLError();
int success;
OpenGL.glGetShaderiv(shader, OpenGL.GL_COMPILE_STATUS, out success);
OpenGL.glGetShaderiv(shader, OpenGL.GL_COMPILE_STATUS, out var success);
OpenGL.CheckGLError();
if (success == OpenGL.GL_FALSE)
{
int len;
OpenGL.glGetShaderiv(shader, OpenGL.GL_INFO_LOG_LENGTH, out len);
OpenGL.glGetShaderiv(shader, OpenGL.GL_INFO_LOG_LENGTH, out var len);
var log = new StringBuilder(len);
int length;
OpenGL.glGetShaderInfoLog(shader, len, out length, log);
OpenGL.glGetShaderInfoLog(shader, len, out var length, log);
Log.Write("graphics", "GL Info Log:\n{0}", log.ToString());
throw new InvalidProgramException("Compile error in shader object '{0}'".F(filename));
@@ -100,17 +97,14 @@ namespace OpenRA.Platforms.Default
OpenGL.glLinkProgram(program);
OpenGL.CheckGLError();
int success;
OpenGL.glGetProgramiv(program, OpenGL.GL_LINK_STATUS, out success);
OpenGL.glGetProgramiv(program, OpenGL.GL_LINK_STATUS, out var success);
OpenGL.CheckGLError();
if (success == OpenGL.GL_FALSE)
{
int len;
OpenGL.glGetProgramiv(program, OpenGL.GL_INFO_LOG_LENGTH, out len);
OpenGL.glGetProgramiv(program, OpenGL.GL_INFO_LOG_LENGTH, out var len);
var log = new StringBuilder(len);
int length;
OpenGL.glGetProgramInfoLog(program, len, out length, log);
OpenGL.glGetProgramInfoLog(program, len, out var length, log);
Log.Write("graphics", "GL Info Log:\n{0}", log.ToString());
throw new InvalidProgramException("Link error in shader program '{0}'".F(name));
}
@@ -118,18 +112,15 @@ namespace OpenRA.Platforms.Default
OpenGL.glUseProgram(program);
OpenGL.CheckGLError();
int numUniforms;
OpenGL.glGetProgramiv(program, OpenGL.GL_ACTIVE_UNIFORMS, out numUniforms);
OpenGL.glGetProgramiv(program, OpenGL.GL_ACTIVE_UNIFORMS, out var numUniforms);
OpenGL.CheckGLError();
var nextTexUnit = 0;
for (var i = 0; i < numUniforms; i++)
{
int length, size;
int type;
var sb = new StringBuilder(128);
OpenGL.glGetActiveUniform(program, i, 128, out length, out size, out type, sb);
OpenGL.glGetActiveUniform(program, i, 128, out var length, out var size, out var type, sb);
var sampler = sb.ToString();
OpenGL.CheckGLError();
@@ -172,8 +163,7 @@ namespace OpenRA.Platforms.Default
OpenGL.glBindTexture(OpenGL.GL_TEXTURE_2D, texture.ID);
// Work around missing textureSize GLSL function by explicitly tracking sizes in a uniform
int param;
if (OpenGL.Profile == GLProfile.Legacy && legacySizeUniforms.TryGetValue(kv.Key, out param))
if (OpenGL.Profile == GLProfile.Legacy && legacySizeUniforms.TryGetValue(kv.Key, out var param))
{
OpenGL.glUniform2f(param, texture.Size.Width, texture.Size.Height);
OpenGL.CheckGLError();
@@ -195,8 +185,7 @@ namespace OpenRA.Platforms.Default
if (t == null)
return;
int texUnit;
if (samplers.TryGetValue(name, out texUnit))
if (samplers.TryGetValue(name, out var texUnit))
textures[texUnit] = t;
}