misc: chore: Use explicit types in Metal project

This commit is contained in:
Evan Husted
2025-01-25 14:06:26 -06:00
parent 1ae349efb1
commit 76ec047eb7
28 changed files with 315 additions and 313 deletions

View File

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