Refactor Share Buffer Implementation to Follow Code Style Guidelines
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@@ -107,7 +107,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Compute
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shaderGpuVa += (uint)qmd.ProgramOffset;
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var shaderCache = memoryManager.GetBackingMemory(shaderGpuVa).ShaderCache;
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ShaderCache shaderCache = memoryManager.GetBackingMemory(shaderGpuVa).ShaderCache;
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int localMemorySize = qmd.ShaderLocalMemoryLowSize + qmd.ShaderLocalMemoryHighSize;
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@@ -158,7 +158,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Compute
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{
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BufferDescriptor sb = info.SBuffers[index];
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(var physical, ulong sbDescAddress) = _channel.BufferManager.GetComputeUniformBufferAddress(sb.SbCbSlot);
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(PhysicalMemory physical, ulong sbDescAddress) = _channel.BufferManager.GetComputeUniformBufferAddress(sb.SbCbSlot);
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sbDescAddress += (ulong)sb.SbCbOffset * 4;
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SbDescriptor sbDescriptor = physical.Read<SbDescriptor>(sbDescAddress);
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@@ -216,8 +216,8 @@ namespace Ryujinx.Graphics.Gpu.Engine.Dma
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_3dEngine.CreatePendingSyncs();
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_3dEngine.FlushUboDirty();
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var srcPhysical = memoryManager.GetBackingMemory(srcGpuVa);
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var dstPhysical = memoryManager.GetBackingMemory(dstGpuVa);
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PhysicalMemory srcPhysical = memoryManager.GetBackingMemory(srcGpuVa);
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PhysicalMemory dstPhysical = memoryManager.GetBackingMemory(dstGpuVa);
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if (copy2D)
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{
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@@ -465,7 +465,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Dma
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}
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else
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{
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var bufferCache = dstPhysical.BufferCache;
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BufferCache bufferCache = dstPhysical.BufferCache;
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if (remap &&
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_state.State.SetRemapComponentsDstX == SetRemapComponentsDst.ConstA &&
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_state.State.SetRemapComponentsDstY == SetRemapComponentsDst.ConstA &&
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@@ -185,7 +185,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.InlineToMemory
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// Right now the copy code at the bottom assumes that it is used on both which might be incorrect.
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if (!_isLinear)
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{
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var target = memoryManager.GetBackingMemory(_dstGpuVa).TextureCache.FindTexture(
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Image.Texture target = memoryManager.GetBackingMemory(_dstGpuVa).TextureCache.FindTexture(
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memoryManager,
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_dstGpuVa,
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1,
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@@ -493,8 +493,8 @@ namespace Ryujinx.Graphics.Gpu.Engine.MME
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}
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}
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}
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var indirectBufferCache = _processor.MemoryManager.GetBackingMemory(indirectBufferGpuVa).BufferCache;
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var parameterBufferCache = _processor.MemoryManager.GetBackingMemory(parameterBufferGpuVa).BufferCache;
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BufferCache indirectBufferCache = _processor.MemoryManager.GetBackingMemory(indirectBufferGpuVa).BufferCache;
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BufferCache parameterBufferCache = _processor.MemoryManager.GetBackingMemory(parameterBufferGpuVa).BufferCache;
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ulong indirectBufferSize = (ulong)maxDrawCount * (ulong)stride;
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@@ -67,7 +67,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed.ComputeDraw
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{
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if (disposing)
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{
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foreach (var texture in _cache.Values)
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foreach (ITexture texture in _cache.Values)
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{
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texture.Release();
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}
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@@ -620,7 +620,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed.ComputeDraw
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DestroyIfNotNull(ref _geometryIndexDataBuffer.Handle);
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DestroyIfNotNull(ref _sequentialIndexBuffer);
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foreach (var indexBuffer in _topologyRemapBuffers.Values)
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foreach (IndexBuffer indexBuffer in _topologyRemapBuffers.Values)
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{
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_context.Renderer.DeleteBuffer(indexBuffer.Handle);
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}
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@@ -127,7 +127,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed.ComputeDraw
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for (int index = 0; index < Constants.TotalVertexAttribs; index++)
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{
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var vertexAttrib = _state.State.VertexAttribState[index];
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VertexAttribState vertexAttrib = _state.State.VertexAttribState[index];
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if (!FormatTable.TryGetSingleComponentAttribFormat(vertexAttrib.UnpackFormat(), out Format format, out int componentsCount))
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{
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@@ -154,7 +154,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed.ComputeDraw
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int bufferIndex = vertexAttrib.UnpackBufferIndex();
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GpuVa endAddress = _state.State.VertexBufferEndAddress[bufferIndex];
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var vertexBuffer = _state.State.VertexBufferState[bufferIndex];
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VertexBufferState vertexBuffer = _state.State.VertexBufferState[bufferIndex];
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bool instanced = _state.State.VertexBufferInstanced[bufferIndex];
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ulong address = vertexBuffer.Address.Pack();
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@@ -369,7 +369,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed.ComputeDraw
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/// <param name="size">Size of the buffer in bytes</param>
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private readonly void SetBufferTexture(ResourceReservations reservations, int index, Format format, ulong address, ulong size)
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{
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var memoryManager = _channel.MemoryManager;
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MemoryManager memoryManager = _channel.MemoryManager;
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BufferRange range = memoryManager.GetBackingMemory(address).BufferCache.GetBufferRange(memoryManager.GetPhysicalRegions(address, size), BufferStage.VertexBuffer);
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@@ -410,7 +410,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed.ComputeDraw
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indexOffset <<= shift;
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size <<= shift;
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var memoryManager = _channel.MemoryManager;
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MemoryManager memoryManager = _channel.MemoryManager;
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ulong misalign = address & ((ulong)_context.Capabilities.TextureBufferOffsetAlignment - 1);
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BufferRange range = memoryManager.GetBackingMemory(address).BufferCache.GetBufferRange(
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@@ -114,7 +114,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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if (_ubFollowUpAddress != 0)
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{
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MemoryManager memoryManager = _channel.MemoryManager;
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var physicalMemory = memoryManager.GetBackingMemory(_ubBeginGpuAddress);
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PhysicalMemory physicalMemory = memoryManager.GetBackingMemory(_ubBeginGpuAddress);
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Span<byte> data = MemoryMarshal.Cast<int, byte>(_ubData.AsSpan(0, (int)(_ubByteCount / 4)));
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@@ -381,7 +381,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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{
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BufferDescriptor sb = info.SBuffers[index];
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(var physical, ulong sbDescAddress) = _channel.BufferManager.GetGraphicsUniformBufferAddress(stage, sb.SbCbSlot);
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(PhysicalMemory physical, ulong sbDescAddress) = _channel.BufferManager.GetGraphicsUniformBufferAddress(stage, sb.SbCbSlot);
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sbDescAddress += (ulong)sb.SbCbOffset * 4;
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SbDescriptor sbDescriptor = physical.Read<SbDescriptor>(sbDescAddress);
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@@ -505,7 +505,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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rtNoAlphaMask |= 1u << index;
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}
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var colorTextureCache = memoryManager.GetBackingMemory(colorState.Address.Pack()).TextureCache;
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TextureCache colorTextureCache = memoryManager.GetBackingMemory(colorState.Address.Pack()).TextureCache;
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Image.Texture color = colorTextureCache.FindOrCreateTexture(
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memoryManager,
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@@ -545,7 +545,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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{
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RtDepthStencilState dsState = _state.State.RtDepthStencilState;
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Size3D dsSize = _state.State.RtDepthStencilSize;
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var dsTextureCache = memoryManager.GetBackingMemory(dsState.Address.Pack()).TextureCache;
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TextureCache dsTextureCache = memoryManager.GetBackingMemory(dsState.Address.Pack()).TextureCache;
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depthStencil = dsTextureCache.FindOrCreateTexture(
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memoryManager,
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@@ -1436,7 +1436,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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// Shader stages on different address spaces are not supported right now,
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// but it should never happen in practice anyway.
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var shaderCache = _channel.MemoryManager.GetBackingMemory(addresses.VertexB).ShaderCache;
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ShaderCache shaderCache = _channel.MemoryManager.GetBackingMemory(addresses.VertexB).ShaderCache;
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CachedShaderProgram gs = shaderCache.GetGraphicsShader(
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ref _state.State,
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ref _pipeline,
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@@ -234,8 +234,8 @@ namespace Ryujinx.Graphics.Gpu.Engine.Twod
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TwodTexture dstCopyTexture = Unsafe.As<uint, TwodTexture>(ref _state.State.SetDstFormat);
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TwodTexture srcCopyTexture = Unsafe.As<uint, TwodTexture>(ref _state.State.SetSrcFormat);
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var srcTextureCache = memoryManager.GetBackingMemory(srcCopyTexture.Address.Pack()).TextureCache;
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var dstTextureCache = memoryManager.GetBackingMemory(dstCopyTexture.Address.Pack()).TextureCache;
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TextureCache srcTextureCache = memoryManager.GetBackingMemory(srcCopyTexture.Address.Pack()).TextureCache;
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TextureCache dstTextureCache = memoryManager.GetBackingMemory(dstCopyTexture.Address.Pack()).TextureCache;
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long srcX = ((long)_state.State.SetPixelsFromMemorySrcX0Int << 32) | (long)(ulong)_state.State.SetPixelsFromMemorySrcX0Frac;
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long srcY = ((long)_state.State.PixelsFromMemorySrcY0Int << 32) | (long)(ulong)_state.State.SetPixelsFromMemorySrcY0Frac;
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