misc: chore: Use explicit types in OpenGL project

This commit is contained in:
Evan Husted
2025-01-25 14:12:37 -06:00
parent 2d1a4c3ce5
commit 58c1ab7989
14 changed files with 65 additions and 63 deletions

View File

@@ -76,13 +76,13 @@ namespace Ryujinx.Graphics.OpenGL
if (_antiAliasing != null)
{
var oldView = viewConverted;
TextureView oldView = viewConverted;
viewConverted = _antiAliasing.Run(viewConverted, _width, _height);
if (viewConverted.Format.IsBgr())
{
var swappedView = _renderer.TextureCopy.BgraSwap(viewConverted);
TextureView swappedView = _renderer.TextureCopy.BgraSwap(viewConverted);
viewConverted?.Dispose();
@@ -330,7 +330,7 @@ namespace Ryujinx.Graphics.OpenGL
case AntiAliasing.SmaaMedium:
case AntiAliasing.SmaaHigh:
case AntiAliasing.SmaaUltra:
var quality = _currentAntiAliasing - AntiAliasing.SmaaLow;
int quality = _currentAntiAliasing - AntiAliasing.SmaaLow;
if (_antiAliasing is SmaaPostProcessingEffect smaa)
{
smaa.Quality = quality;
@@ -394,7 +394,7 @@ namespace Ryujinx.Graphics.OpenGL
{
_upscaledTexture?.Dispose();
var info = new TextureCreateInfo(
TextureCreateInfo info = new TextureCreateInfo(
_width,
_height,
1,