misc: chore: Use explicit types in GPU, Device, and Host1x projects
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@@ -128,7 +128,7 @@ namespace Ryujinx.Graphics.Gpu.Image
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// Any texture that has been unmapped at any point or is partially unmapped
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// should update their pool references after the remap completes.
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foreach (var texture in _partiallyMappedTextures)
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foreach (Texture texture in _partiallyMappedTextures)
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{
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texture.UpdatePoolMappings();
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}
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@@ -253,7 +253,7 @@ namespace Ryujinx.Graphics.Gpu.Image
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for (int i = 0; i < overlapCount; i++)
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{
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var other = _textureOverlaps[i];
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Texture other = _textureOverlaps[i];
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if (texture != other &&
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(texture.IsViewCompatible(other.Info, other.Range, true, other.LayerSize, _context.Capabilities, out _, out _) != TextureViewCompatibility.Incompatible ||
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@@ -486,7 +486,7 @@ namespace Ryujinx.Graphics.Gpu.Image
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int layerSize = !isLinear ? colorState.LayerSize * 4 : 0;
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var flags = TextureSearchFlags.WithUpscale;
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TextureSearchFlags flags = TextureSearchFlags.WithUpscale;
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if (discard)
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{
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@@ -560,7 +560,7 @@ namespace Ryujinx.Graphics.Gpu.Image
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target,
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formatInfo);
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var flags = TextureSearchFlags.WithUpscale;
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TextureSearchFlags flags = TextureSearchFlags.WithUpscale;
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if (discard)
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{
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@@ -947,7 +947,7 @@ namespace Ryujinx.Graphics.Gpu.Image
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bool hasLayerViews = false;
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bool hasMipViews = false;
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var incompatibleOverlaps = new List<TextureIncompatibleOverlap>();
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List<TextureIncompatibleOverlap> incompatibleOverlaps = new List<TextureIncompatibleOverlap>();
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for (int index = 0; index < overlapsCount; index++)
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{
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