misc: chore: Use explicit types in Shader project
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@@ -243,8 +243,8 @@ namespace Ryujinx.Graphics.Shader.Translation
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usedFeatures |= FeatureFlags.VtgAsCompute;
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}
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var cfgs = new ControlFlowGraph[functions.Length];
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var frus = new RegisterUsage.FunctionRegisterUsage[functions.Length];
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ControlFlowGraph[] cfgs = new ControlFlowGraph[functions.Length];
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RegisterUsage.FunctionRegisterUsage[] frus = new RegisterUsage.FunctionRegisterUsage[functions.Length];
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for (int i = 0; i < functions.Length; i++)
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{
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@@ -267,14 +267,14 @@ namespace Ryujinx.Graphics.Shader.Translation
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for (int i = 0; i < functions.Length; i++)
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{
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var cfg = cfgs[i];
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ControlFlowGraph cfg = cfgs[i];
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int inArgumentsCount = 0;
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int outArgumentsCount = 0;
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if (i != 0)
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{
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var fru = frus[i];
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RegisterUsage.FunctionRegisterUsage fru = frus[i];
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inArgumentsCount = fru.InArguments.Length;
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outArgumentsCount = fru.OutArguments.Length;
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@@ -326,7 +326,7 @@ namespace Ryujinx.Graphics.Shader.Translation
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FeatureFlags usedFeatures,
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byte clipDistancesWritten)
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{
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var sInfo = StructuredProgram.MakeStructuredProgram(
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StructuredProgramInfo sInfo = StructuredProgram.MakeStructuredProgram(
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funcs,
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attributeUsage,
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definitions,
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@@ -342,7 +342,7 @@ namespace Ryujinx.Graphics.Shader.Translation
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_ => 1
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};
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var info = new ShaderProgramInfo(
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ShaderProgramInfo info = new ShaderProgramInfo(
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resourceManager.GetConstantBufferDescriptors(),
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resourceManager.GetStorageBufferDescriptors(),
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resourceManager.GetTextureDescriptors(),
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@@ -358,7 +358,7 @@ namespace Ryujinx.Graphics.Shader.Translation
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clipDistancesWritten,
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originalDefinitions.OmapTargets);
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var hostCapabilities = new HostCapabilities(
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HostCapabilities hostCapabilities = new HostCapabilities(
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GpuAccessor.QueryHostReducedPrecision(),
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GpuAccessor.QueryHostSupportsFragmentShaderInterlock(),
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GpuAccessor.QueryHostSupportsFragmentShaderOrderingIntel(),
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@@ -369,7 +369,7 @@ namespace Ryujinx.Graphics.Shader.Translation
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GpuAccessor.QueryHostSupportsTextureShadowLod(),
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GpuAccessor.QueryHostSupportsViewportMask());
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var parameters = new CodeGenParameters(attributeUsage, definitions, resourceManager.Properties, hostCapabilities, GpuAccessor, Options.TargetApi);
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CodeGenParameters parameters = new CodeGenParameters(attributeUsage, definitions, resourceManager.Properties, hostCapabilities, GpuAccessor, Options.TargetApi);
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return Options.TargetLanguage switch
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{
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@@ -494,10 +494,10 @@ namespace Ryujinx.Graphics.Shader.Translation
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public (ShaderProgram, ShaderProgramInfo) GenerateVertexPassthroughForCompute()
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{
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var attributeUsage = new AttributeUsage(GpuAccessor);
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var resourceManager = new ResourceManager(ShaderStage.Vertex, GpuAccessor);
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AttributeUsage attributeUsage = new AttributeUsage(GpuAccessor);
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ResourceManager resourceManager = new ResourceManager(ShaderStage.Vertex, GpuAccessor);
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var reservations = GetResourceReservations();
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ResourceReservations reservations = GetResourceReservations();
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int vertexInfoCbBinding = reservations.VertexInfoConstantBufferBinding;
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@@ -516,7 +516,7 @@ namespace Ryujinx.Graphics.Shader.Translation
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BufferDefinition vertexOutputBuffer = new(BufferLayout.Std430, 1, vertexDataSbBinding, "vb_input", vertexInputStruct);
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resourceManager.AddVertexAsComputeStorageBuffer(vertexOutputBuffer);
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var context = new EmitterContext();
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EmitterContext context = new EmitterContext();
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Operand vertexIndex = Options.TargetApi == TargetApi.OpenGL
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? context.Load(StorageKind.Input, IoVariable.VertexId)
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@@ -561,13 +561,13 @@ namespace Ryujinx.Graphics.Shader.Translation
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}
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}
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var operations = context.GetOperations();
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var cfg = ControlFlowGraph.Create(operations);
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var function = new Function(cfg.Blocks, "main", false, 0, 0);
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Operation[] operations = context.GetOperations();
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ControlFlowGraph cfg = ControlFlowGraph.Create(operations);
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Function function = new Function(cfg.Blocks, "main", false, 0, 0);
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var transformFeedbackOutputs = GetTransformFeedbackOutputs(GpuAccessor, out ulong transformFeedbackVecMap);
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TransformFeedbackOutput[] transformFeedbackOutputs = GetTransformFeedbackOutputs(GpuAccessor, out ulong transformFeedbackVecMap);
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var definitions = new ShaderDefinitions(ShaderStage.Vertex, transformFeedbackVecMap, transformFeedbackOutputs)
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ShaderDefinitions definitions = new ShaderDefinitions(ShaderStage.Vertex, transformFeedbackVecMap, transformFeedbackOutputs)
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{
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LastInVertexPipeline = true
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};
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@@ -612,10 +612,10 @@ namespace Ryujinx.Graphics.Shader.Translation
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break;
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}
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var attributeUsage = new AttributeUsage(GpuAccessor);
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var resourceManager = new ResourceManager(ShaderStage.Geometry, GpuAccessor);
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AttributeUsage attributeUsage = new AttributeUsage(GpuAccessor);
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ResourceManager resourceManager = new ResourceManager(ShaderStage.Geometry, GpuAccessor);
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var context = new EmitterContext();
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EmitterContext context = new EmitterContext();
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for (int v = 0; v < maxOutputVertices; v++)
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{
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@@ -656,11 +656,11 @@ namespace Ryujinx.Graphics.Shader.Translation
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context.EndPrimitive();
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var operations = context.GetOperations();
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var cfg = ControlFlowGraph.Create(operations);
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var function = new Function(cfg.Blocks, "main", false, 0, 0);
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Operation[] operations = context.GetOperations();
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ControlFlowGraph cfg = ControlFlowGraph.Create(operations);
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Function function = new Function(cfg.Blocks, "main", false, 0, 0);
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var definitions = new ShaderDefinitions(
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ShaderDefinitions definitions = new ShaderDefinitions(
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ShaderStage.Geometry,
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GpuAccessor.QueryGraphicsState(),
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false,
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