misc: chore: Use explicit types in Vulkan project
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@@ -1,4 +1,5 @@
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using Ryujinx.Common;
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using Ryujinx.Common.Memory;
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using Ryujinx.Graphics.GAL;
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using Ryujinx.Graphics.Shader;
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using Ryujinx.Graphics.Shader.Translation;
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@@ -74,23 +75,23 @@ namespace Ryujinx.Graphics.Vulkan.Effects
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_pipeline.Initialize();
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var edgeShader = EmbeddedResources.Read("Ryujinx.Graphics.Vulkan/Effects/Shaders/SmaaEdge.spv");
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var blendShader = EmbeddedResources.Read("Ryujinx.Graphics.Vulkan/Effects/Shaders/SmaaBlend.spv");
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var neighbourShader = EmbeddedResources.Read("Ryujinx.Graphics.Vulkan/Effects/Shaders/SmaaNeighbour.spv");
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byte[] edgeShader = EmbeddedResources.Read("Ryujinx.Graphics.Vulkan/Effects/Shaders/SmaaEdge.spv");
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byte[] blendShader = EmbeddedResources.Read("Ryujinx.Graphics.Vulkan/Effects/Shaders/SmaaBlend.spv");
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byte[] neighbourShader = EmbeddedResources.Read("Ryujinx.Graphics.Vulkan/Effects/Shaders/SmaaNeighbour.spv");
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var edgeResourceLayout = new ResourceLayoutBuilder()
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ResourceLayout edgeResourceLayout = new ResourceLayoutBuilder()
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.Add(ResourceStages.Compute, ResourceType.UniformBuffer, 2)
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.Add(ResourceStages.Compute, ResourceType.TextureAndSampler, 1)
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.Add(ResourceStages.Compute, ResourceType.Image, 0, true).Build();
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var blendResourceLayout = new ResourceLayoutBuilder()
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ResourceLayout blendResourceLayout = new ResourceLayoutBuilder()
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.Add(ResourceStages.Compute, ResourceType.UniformBuffer, 2)
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.Add(ResourceStages.Compute, ResourceType.TextureAndSampler, 1)
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.Add(ResourceStages.Compute, ResourceType.TextureAndSampler, 3)
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.Add(ResourceStages.Compute, ResourceType.TextureAndSampler, 4)
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.Add(ResourceStages.Compute, ResourceType.Image, 0, true).Build();
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var neighbourResourceLayout = new ResourceLayoutBuilder()
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ResourceLayout neighbourResourceLayout = new ResourceLayoutBuilder()
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.Add(ResourceStages.Compute, ResourceType.UniformBuffer, 2)
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.Add(ResourceStages.Compute, ResourceType.TextureAndSampler, 1)
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.Add(ResourceStages.Compute, ResourceType.TextureAndSampler, 3)
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@@ -108,7 +109,7 @@ namespace Ryujinx.Graphics.Vulkan.Effects
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QualityUltra = Quality == 3 ? 1 : 0,
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};
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var specInfo = new SpecDescription(
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SpecDescription specInfo = new SpecDescription(
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(0, SpecConstType.Int32),
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(1, SpecConstType.Int32),
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(2, SpecConstType.Int32),
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@@ -142,7 +143,7 @@ namespace Ryujinx.Graphics.Vulkan.Effects
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private void Initialize()
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{
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var areaInfo = new TextureCreateInfo(AreaWidth,
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TextureCreateInfo areaInfo = new TextureCreateInfo(AreaWidth,
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AreaHeight,
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1,
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1,
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@@ -158,7 +159,7 @@ namespace Ryujinx.Graphics.Vulkan.Effects
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SwizzleComponent.Blue,
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SwizzleComponent.Alpha);
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var searchInfo = new TextureCreateInfo(SearchWidth,
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TextureCreateInfo searchInfo = new TextureCreateInfo(SearchWidth,
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SearchHeight,
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1,
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1,
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@@ -174,8 +175,8 @@ namespace Ryujinx.Graphics.Vulkan.Effects
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SwizzleComponent.Blue,
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SwizzleComponent.Alpha);
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var areaTexture = EmbeddedResources.ReadFileToRentedMemory("Ryujinx.Graphics.Vulkan/Effects/Textures/SmaaAreaTexture.bin");
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var searchTexture = EmbeddedResources.ReadFileToRentedMemory("Ryujinx.Graphics.Vulkan/Effects/Textures/SmaaSearchTexture.bin");
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MemoryOwner<byte> areaTexture = EmbeddedResources.ReadFileToRentedMemory("Ryujinx.Graphics.Vulkan/Effects/Textures/SmaaAreaTexture.bin");
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MemoryOwner<byte> searchTexture = EmbeddedResources.ReadFileToRentedMemory("Ryujinx.Graphics.Vulkan/Effects/Textures/SmaaSearchTexture.bin");
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_areaTexture = _renderer.CreateTexture(areaInfo) as TextureView;
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_searchTexture = _renderer.CreateTexture(searchInfo) as TextureView;
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@@ -205,8 +206,8 @@ namespace Ryujinx.Graphics.Vulkan.Effects
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_renderer.Pipeline.TextureBarrier();
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var dispatchX = BitUtils.DivRoundUp(view.Width, IPostProcessingEffect.LocalGroupSize);
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var dispatchY = BitUtils.DivRoundUp(view.Height, IPostProcessingEffect.LocalGroupSize);
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int dispatchX = BitUtils.DivRoundUp(view.Width, IPostProcessingEffect.LocalGroupSize);
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int dispatchY = BitUtils.DivRoundUp(view.Height, IPostProcessingEffect.LocalGroupSize);
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// Edge pass
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_pipeline.SetProgram(_edgeProgram);
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@@ -215,7 +216,7 @@ namespace Ryujinx.Graphics.Vulkan.Effects
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ReadOnlySpan<float> resolutionBuffer = stackalloc float[] { view.Width, view.Height };
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int rangeSize = resolutionBuffer.Length * sizeof(float);
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using var buffer = _renderer.BufferManager.ReserveOrCreate(_renderer, cbs, rangeSize);
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using ScopedTemporaryBuffer buffer = _renderer.BufferManager.ReserveOrCreate(_renderer, cbs, rangeSize);
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buffer.Holder.SetDataUnchecked(buffer.Offset, resolutionBuffer);
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_pipeline.SetUniformBuffers(stackalloc[] { new BufferAssignment(2, buffer.Range) });
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