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