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synced 2025-03-10 17:14:25 +00:00
misc: chore: Use explicit types in GAL
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69e0b79bd9
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@ -359,7 +359,7 @@ namespace Ryujinx.Graphics.GAL.Multithreading
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public bool TryHostConditionalRendering(ICounterEvent value, ulong compare, bool isEqual)
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{
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var evt = value as ThreadedCounterEvent;
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ThreadedCounterEvent evt = value as ThreadedCounterEvent;
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if (evt != null)
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{
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if (compare == 0 && evt.Type == CounterType.SamplesPassed && evt.ClearCounter)
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@ -294,7 +294,7 @@ namespace Ryujinx.Graphics.GAL.Multithreading
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public IImageArray CreateImageArray(int size, bool isBuffer)
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{
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var imageArray = new ThreadedImageArray(this);
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ThreadedImageArray imageArray = new(this);
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New<CreateImageArrayCommand>().Set(Ref(imageArray), size, isBuffer);
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QueueCommand();
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@ -303,7 +303,7 @@ namespace Ryujinx.Graphics.GAL.Multithreading
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public IProgram CreateProgram(ShaderSource[] shaders, ShaderInfo info)
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{
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var program = new ThreadedProgram(this);
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ThreadedProgram program = new(this);
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SourceProgramRequest request = new(program, shaders, info);
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@ -319,7 +319,7 @@ namespace Ryujinx.Graphics.GAL.Multithreading
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public ISampler CreateSampler(SamplerCreateInfo info)
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{
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var sampler = new ThreadedSampler(this);
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ThreadedSampler sampler = new(this);
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New<CreateSamplerCommand>().Set(Ref(sampler), info);
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QueueCommand();
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@ -337,7 +337,7 @@ namespace Ryujinx.Graphics.GAL.Multithreading
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{
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if (IsGpuThread())
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{
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var texture = new ThreadedTexture(this, info);
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ThreadedTexture texture = new ThreadedTexture(this, info);
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New<CreateTextureCommand>().Set(Ref(texture), info);
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QueueCommand();
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@ -345,7 +345,7 @@ namespace Ryujinx.Graphics.GAL.Multithreading
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}
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else
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{
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var texture = new ThreadedTexture(this, info)
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ThreadedTexture texture = new ThreadedTexture(this, info)
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{
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Base = _baseRenderer.CreateTexture(info),
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};
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@ -355,7 +355,7 @@ namespace Ryujinx.Graphics.GAL.Multithreading
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}
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public ITextureArray CreateTextureArray(int size, bool isBuffer)
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{
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var textureArray = new ThreadedTextureArray(this);
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ThreadedTextureArray textureArray = new ThreadedTextureArray(this);
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New<CreateTextureArrayCommand>().Set(Ref(textureArray), size, isBuffer);
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QueueCommand();
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@ -414,7 +414,7 @@ namespace Ryujinx.Graphics.GAL.Multithreading
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public IProgram LoadProgramBinary(byte[] programBinary, bool hasFragmentShader, ShaderInfo info)
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{
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var program = new ThreadedProgram(this);
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ThreadedProgram program = new ThreadedProgram(this);
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BinaryProgramRequest request = new(program, programBinary, hasFragmentShader, info);
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Programs.Add(request);
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@ -126,7 +126,7 @@ namespace Ryujinx.Graphics.GAL
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if (Descriptors != null)
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{
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foreach (var descriptor in Descriptors)
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foreach (ResourceDescriptor descriptor in Descriptors)
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{
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hasher.Add(descriptor);
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}
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