misc: chore: Use explicit types in OpenGL project
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@@ -1,5 +1,6 @@
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using OpenTK.Graphics.OpenGL;
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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.OpenGL.Image;
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using System;
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@@ -78,7 +79,7 @@ namespace Ryujinx.Graphics.OpenGL.Effects.Smaa
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private unsafe void RecreateShaders(int width, int height)
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{
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string baseShader = EmbeddedResources.ReadAllText("Ryujinx.Graphics.OpenGL/Effects/Shaders/smaa.hlsl");
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var pixelSizeDefine = $"#define SMAA_RT_METRICS float4(1.0 / {width}.0, 1.0 / {height}.0, {width}, {height}) \n";
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string pixelSizeDefine = $"#define SMAA_RT_METRICS float4(1.0 / {width}.0, 1.0 / {height}.0, {width}, {height}) \n";
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_edgeShaderPrograms = new int[_qualities.Length];
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_blendShaderPrograms = new int[_qualities.Length];
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@@ -86,20 +87,20 @@ namespace Ryujinx.Graphics.OpenGL.Effects.Smaa
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for (int i = 0; i < +_edgeShaderPrograms.Length; i++)
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{
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var presets = $"#version 430 core \n#define {_qualities[i]} 1 \n{pixelSizeDefine}#define SMAA_GLSL_4 1 \nlayout (local_size_x = 16, local_size_y = 16) in;\n{baseShader}";
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string presets = $"#version 430 core \n#define {_qualities[i]} 1 \n{pixelSizeDefine}#define SMAA_GLSL_4 1 \nlayout (local_size_x = 16, local_size_y = 16) in;\n{baseShader}";
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var edgeShaderData = EmbeddedResources.ReadAllText("Ryujinx.Graphics.OpenGL/Effects/Shaders/smaa_edge.glsl");
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var blendShaderData = EmbeddedResources.ReadAllText("Ryujinx.Graphics.OpenGL/Effects/Shaders/smaa_blend.glsl");
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var neighbourShaderData = EmbeddedResources.ReadAllText("Ryujinx.Graphics.OpenGL/Effects/Shaders/smaa_neighbour.glsl");
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string edgeShaderData = EmbeddedResources.ReadAllText("Ryujinx.Graphics.OpenGL/Effects/Shaders/smaa_edge.glsl");
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string blendShaderData = EmbeddedResources.ReadAllText("Ryujinx.Graphics.OpenGL/Effects/Shaders/smaa_blend.glsl");
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string neighbourShaderData = EmbeddedResources.ReadAllText("Ryujinx.Graphics.OpenGL/Effects/Shaders/smaa_neighbour.glsl");
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var shaders = new string[] { presets, edgeShaderData };
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var edgeProgram = ShaderHelper.CompileProgram(shaders, ShaderType.ComputeShader);
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string[] shaders = new string[] { presets, edgeShaderData };
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int edgeProgram = ShaderHelper.CompileProgram(shaders, ShaderType.ComputeShader);
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shaders[1] = blendShaderData;
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var blendProgram = ShaderHelper.CompileProgram(shaders, ShaderType.ComputeShader);
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int blendProgram = ShaderHelper.CompileProgram(shaders, ShaderType.ComputeShader);
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shaders[1] = neighbourShaderData;
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var neighbourProgram = ShaderHelper.CompileProgram(shaders, ShaderType.ComputeShader);
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int neighbourProgram = ShaderHelper.CompileProgram(shaders, ShaderType.ComputeShader);
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_edgeShaderPrograms[i] = edgeProgram;
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_blendShaderPrograms[i] = blendProgram;
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@@ -116,7 +117,7 @@ namespace Ryujinx.Graphics.OpenGL.Effects.Smaa
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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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@@ -132,7 +133,7 @@ namespace Ryujinx.Graphics.OpenGL.Effects.Smaa
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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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@@ -151,11 +152,11 @@ namespace Ryujinx.Graphics.OpenGL.Effects.Smaa
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_areaTexture = new TextureStorage(_renderer, areaInfo);
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_searchTexture = new TextureStorage(_renderer, searchInfo);
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var areaTexture = EmbeddedResources.ReadFileToRentedMemory("Ryujinx.Graphics.OpenGL/Effects/Textures/SmaaAreaTexture.bin");
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var searchTexture = EmbeddedResources.ReadFileToRentedMemory("Ryujinx.Graphics.OpenGL/Effects/Textures/SmaaSearchTexture.bin");
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MemoryOwner<byte> areaTexture = EmbeddedResources.ReadFileToRentedMemory("Ryujinx.Graphics.OpenGL/Effects/Textures/SmaaAreaTexture.bin");
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MemoryOwner<byte> searchTexture = EmbeddedResources.ReadFileToRentedMemory("Ryujinx.Graphics.OpenGL/Effects/Textures/SmaaSearchTexture.bin");
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var areaView = _areaTexture.CreateDefaultView();
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var searchView = _searchTexture.CreateDefaultView();
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ITexture areaView = _areaTexture.CreateDefaultView();
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ITexture searchView = _searchTexture.CreateDefaultView();
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areaView.SetData(areaTexture);
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searchView.SetData(searchTexture);
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@@ -178,13 +179,13 @@ namespace Ryujinx.Graphics.OpenGL.Effects.Smaa
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RecreateShaders(view.Width, view.Height);
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}
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var textureView = _outputTexture.CreateView(view.Info, 0, 0) as TextureView;
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var edgeOutput = _edgeOutputTexture.DefaultView as TextureView;
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var blendOutput = _blendOutputTexture.DefaultView as TextureView;
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var areaTexture = _areaTexture.DefaultView as TextureView;
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var searchTexture = _searchTexture.DefaultView as TextureView;
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TextureView textureView = _outputTexture.CreateView(view.Info, 0, 0) as TextureView;
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TextureView edgeOutput = _edgeOutputTexture.DefaultView as TextureView;
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TextureView blendOutput = _blendOutputTexture.DefaultView as TextureView;
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TextureView areaTexture = _areaTexture.DefaultView as TextureView;
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TextureView searchTexture = _searchTexture.DefaultView as TextureView;
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var previousFramebuffer = GL.GetInteger(GetPName.FramebufferBinding);
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int previousFramebuffer = GL.GetInteger(GetPName.FramebufferBinding);
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int previousUnit = GL.GetInteger(GetPName.ActiveTexture);
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GL.ActiveTexture(TextureUnit.Texture0);
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int previousTextureBinding0 = GL.GetInteger(GetPName.TextureBinding2D);
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@@ -193,7 +194,7 @@ namespace Ryujinx.Graphics.OpenGL.Effects.Smaa
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GL.ActiveTexture(TextureUnit.Texture2);
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int previousTextureBinding2 = GL.GetInteger(GetPName.TextureBinding2D);
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var framebuffer = new Framebuffer();
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Framebuffer framebuffer = new Framebuffer();
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framebuffer.Bind();
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framebuffer.AttachColor(0, edgeOutput);
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GL.Clear(ClearBufferMask.ColorBufferBit);
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@@ -206,8 +207,8 @@ namespace Ryujinx.Graphics.OpenGL.Effects.Smaa
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framebuffer.Dispose();
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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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int previousProgram = GL.GetInteger(GetPName.CurrentProgram);
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GL.BindImageTexture(0, edgeOutput.Handle, 0, false, 0, TextureAccess.ReadWrite, SizedInternalFormat.Rgba8);
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