misc: chore: Use explicit types in Vulkan project
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@@ -7,6 +7,7 @@ using System;
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using System.Runtime.InteropServices;
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using System.Threading;
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using System.Threading.Tasks;
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using Result = shaderc.Result;
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namespace Ryujinx.Graphics.Vulkan
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{
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@@ -58,7 +59,7 @@ namespace Ryujinx.Graphics.Vulkan
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fixed (byte* pCode = spirv)
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{
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var shaderModuleCreateInfo = new ShaderModuleCreateInfo
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ShaderModuleCreateInfo shaderModuleCreateInfo = new ShaderModuleCreateInfo
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{
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SType = StructureType.ShaderModuleCreateInfo,
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CodeSize = (uint)spirv.Length,
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@@ -87,7 +88,7 @@ namespace Ryujinx.Graphics.Vulkan
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options.SetTargetEnvironment(TargetEnvironment.Vulkan, EnvironmentVersion.Vulkan_1_2);
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Compiler compiler = new(options);
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var scr = compiler.Compile(glsl, "Ryu", GetShaderCShaderStage(stage));
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Result scr = compiler.Compile(glsl, "Ryu", GetShaderCShaderStage(stage));
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lock (_shaderOptionsLock)
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{
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@@ -101,7 +102,7 @@ namespace Ryujinx.Graphics.Vulkan
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return null;
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}
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var spirvBytes = new Span<byte>((void*)scr.CodePointer, (int)scr.CodeLength);
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Span<byte> spirvBytes = new Span<byte>((void*)scr.CodePointer, (int)scr.CodeLength);
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byte[] code = new byte[(scr.CodeLength + 3) & ~3];
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