misc: chore: Use explicit types in Metal project
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@@ -108,8 +108,8 @@ namespace Ryujinx.Graphics.Metal
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private void PushDataImpl(CommandBufferScoped cbs, BufferHolder dst, int dstOffset, ReadOnlySpan<byte> data)
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{
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var srcBuffer = _buffer.GetBuffer();
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var dstBuffer = dst.GetBuffer(dstOffset, data.Length, true);
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Auto<DisposableBuffer> srcBuffer = _buffer.GetBuffer();
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Auto<DisposableBuffer> dstBuffer = dst.GetBuffer(dstOffset, data.Length, true);
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int offset = _freeOffset;
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int capacity = BufferSize - offset;
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@@ -241,7 +241,7 @@ namespace Ryujinx.Graphics.Metal
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private bool WaitFreeCompleted(CommandBufferPool cbp)
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{
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if (_pendingCopies.TryPeek(out var pc))
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if (_pendingCopies.TryPeek(out PendingCopy pc))
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{
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if (!pc.Fence.IsSignaled())
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{
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@@ -253,7 +253,7 @@ namespace Ryujinx.Graphics.Metal
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pc.Fence.Wait();
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}
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var dequeued = _pendingCopies.Dequeue();
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PendingCopy dequeued = _pendingCopies.Dequeue();
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Debug.Assert(dequeued.Fence == pc.Fence);
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_freeSize += pc.Size;
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pc.Fence.Put();
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@@ -265,10 +265,10 @@ namespace Ryujinx.Graphics.Metal
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public void FreeCompleted()
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{
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FenceHolder signalledFence = null;
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while (_pendingCopies.TryPeek(out var pc) && (pc.Fence == signalledFence || pc.Fence.IsSignaled()))
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while (_pendingCopies.TryPeek(out PendingCopy pc) && (pc.Fence == signalledFence || pc.Fence.IsSignaled()))
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{
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signalledFence = pc.Fence; // Already checked - don't need to do it again.
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var dequeued = _pendingCopies.Dequeue();
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PendingCopy dequeued = _pendingCopies.Dequeue();
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Debug.Assert(dequeued.Fence == pc.Fence);
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_freeSize += pc.Size;
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pc.Fence.Put();
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@@ -279,7 +279,7 @@ namespace Ryujinx.Graphics.Metal
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{
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_renderer.BufferManager.Delete(Handle);
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while (_pendingCopies.TryDequeue(out var pc))
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while (_pendingCopies.TryDequeue(out PendingCopy pc))
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{
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pc.Fence.Put();
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}
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