misc: chore: Use explicit types in GPU, Device, and Host1x projects
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@@ -82,8 +82,8 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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_i2mClass = new InlineToMemoryClass(context, channel, initializeState: false);
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var spec = new SpecializationStateUpdater(context);
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var drawState = new DrawState();
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SpecializationStateUpdater spec = new SpecializationStateUpdater(context);
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DrawState drawState = new DrawState();
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_drawManager = new DrawManager(context, channel, _state, drawState, spec);
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_blendManager = new AdvancedBlendManager(_state);
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@@ -253,8 +253,8 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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}
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else
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{
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ref var lhsVec = ref Unsafe.As<T, Vector128<uint>>(ref lhs);
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ref var rhsVec = ref Unsafe.As<T, Vector128<uint>>(ref rhs);
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ref Vector128<uint> lhsVec = ref Unsafe.As<T, Vector128<uint>>(ref lhs);
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ref Vector128<uint> rhsVec = ref Unsafe.As<T, Vector128<uint>>(ref rhs);
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return Vector128.EqualsAll(lhsVec, rhsVec) &&
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Vector128.EqualsAll(Unsafe.Add(ref lhsVec, 1), Unsafe.Add(ref rhsVec, 1));
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@@ -267,8 +267,8 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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/// <param name="masks">Blend enable</param>
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public void UpdateBlendEnable(ref Array8<Boolean32> enable)
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{
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var shadow = ShadowMode;
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ref var state = ref _state.State.BlendEnable;
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SetMmeShadowRamControlMode shadow = ShadowMode;
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ref Array8<Boolean32> state = ref _state.State.BlendEnable;
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if (shadow.IsReplay())
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{
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@@ -294,8 +294,8 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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/// <param name="masks">Color masks</param>
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public void UpdateColorMasks(ref Array8<RtColorMask> masks)
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{
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var shadow = ShadowMode;
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ref var state = ref _state.State.RtColorMask;
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SetMmeShadowRamControlMode shadow = ShadowMode;
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ref Array8<RtColorMask> state = ref _state.State.RtColorMask;
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if (shadow.IsReplay())
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{
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@@ -323,12 +323,12 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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/// <param name="type">Type of the binding</param>
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public void UpdateIndexBuffer(uint addrHigh, uint addrLow, IndexType type)
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{
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var shadow = ShadowMode;
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ref var state = ref _state.State.IndexBufferState;
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SetMmeShadowRamControlMode shadow = ShadowMode;
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ref IndexBufferState state = ref _state.State.IndexBufferState;
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if (shadow.IsReplay())
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{
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ref var shadowState = ref _state.ShadowState.IndexBufferState;
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ref IndexBufferState shadowState = ref _state.ShadowState.IndexBufferState;
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addrHigh = shadowState.Address.High;
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addrLow = shadowState.Address.Low;
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type = shadowState.Type;
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@@ -345,7 +345,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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if (shadow.IsTrack())
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{
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ref var shadowState = ref _state.ShadowState.IndexBufferState;
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ref IndexBufferState shadowState = ref _state.ShadowState.IndexBufferState;
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shadowState.Address.High = addrHigh;
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shadowState.Address.Low = addrLow;
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shadowState.Type = type;
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@@ -360,12 +360,12 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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/// <param name="addrLow">Low part of the address</param>
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public void UpdateUniformBufferState(int size, uint addrHigh, uint addrLow)
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{
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var shadow = ShadowMode;
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ref var state = ref _state.State.UniformBufferState;
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SetMmeShadowRamControlMode shadow = ShadowMode;
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ref UniformBufferState state = ref _state.State.UniformBufferState;
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if (shadow.IsReplay())
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{
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ref var shadowState = ref _state.ShadowState.UniformBufferState;
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ref UniformBufferState shadowState = ref _state.ShadowState.UniformBufferState;
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size = shadowState.Size;
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addrHigh = shadowState.Address.High;
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addrLow = shadowState.Address.Low;
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@@ -377,7 +377,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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if (shadow.IsTrack())
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{
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ref var shadowState = ref _state.ShadowState.UniformBufferState;
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ref UniformBufferState shadowState = ref _state.ShadowState.UniformBufferState;
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shadowState.Size = size;
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shadowState.Address.High = addrHigh;
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shadowState.Address.Low = addrLow;
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@@ -391,8 +391,8 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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/// <param name="offset">Offset to update with</param>
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public void SetShaderOffset(int index, uint offset)
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{
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var shadow = ShadowMode;
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ref var shaderState = ref _state.State.ShaderState[index];
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SetMmeShadowRamControlMode shadow = ShadowMode;
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ref ShaderState shaderState = ref _state.State.ShaderState[index];
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if (shadow.IsReplay())
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{
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@@ -418,8 +418,8 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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/// <param name="ubState">Uniform buffer state</param>
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public void UpdateUniformBufferState(UniformBufferState ubState)
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{
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var shadow = ShadowMode;
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ref var state = ref _state.State.UniformBufferState;
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SetMmeShadowRamControlMode shadow = ShadowMode;
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ref UniformBufferState state = ref _state.State.UniformBufferState;
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if (shadow.IsReplay())
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{
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