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[ci skip] chore: Fix usage of var
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@@ -205,7 +205,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
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GpuChannelComputeState computeState,
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ulong gpuVa)
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{
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if (_cpPrograms.TryGetValue(gpuVa, out var cpShader) && IsShaderEqual(channel, poolState, computeState, cpShader, gpuVa))
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if (_cpPrograms.TryGetValue(gpuVa, out CachedShaderProgram cpShader) && IsShaderEqual(channel, poolState, computeState, cpShader, gpuVa))
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{
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return cpShader;
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}
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@@ -252,8 +252,8 @@ namespace Ryujinx.Graphics.Gpu.Shader
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{
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channel.TextureManager.UpdateRenderTargets();
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var rtControl = state.RtControl;
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var msaaMode = state.RtMsaaMode;
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RtControl rtControl = state.RtControl;
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TextureMsaaMode msaaMode = state.RtMsaaMode;
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pipeline.SamplesCount = msaaMode.SamplesInX() * msaaMode.SamplesInY();
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@@ -267,7 +267,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
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{
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int rtIndex = rtControl.UnpackPermutationIndex(index);
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var colorState = rtColorStateSpan[rtIndex];
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RtColorState colorState = rtColorStateSpan[rtIndex];
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if (index >= count || colorState.Format == 0 || colorState.WidthOrStride == 0)
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{
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@@ -312,12 +312,12 @@ namespace Ryujinx.Graphics.Gpu.Shader
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ref GpuChannelGraphicsState graphicsState,
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ShaderAddresses addresses)
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{
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if (_gpPrograms.TryGetValue(addresses, out var gpShaders) && IsShaderEqual(channel, ref poolState, ref graphicsState, gpShaders, addresses))
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if (_gpPrograms.TryGetValue(addresses, out CachedShaderProgram gpShaders) && IsShaderEqual(channel, ref poolState, ref graphicsState, gpShaders, addresses))
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{
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return gpShaders;
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}
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if (_graphicsShaderCache.TryFind(channel, ref poolState, ref graphicsState, addresses, out gpShaders, out var cachedGuestCode))
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if (_graphicsShaderCache.TryFind(channel, ref poolState, ref graphicsState, addresses, out gpShaders, out CachedGraphicsGuestCode cachedGuestCode))
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{
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_gpPrograms[addresses] = gpShaders;
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return gpShaders;
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@@ -590,7 +590,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
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for (int i = 0; i < Constants.TotalTransformFeedbackBuffers; i++)
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{
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var tf = tfStateSpan[i];
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TfState tf = tfStateSpan[i];
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descs[i] = new TransformFeedbackDescriptor(
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tf.BufferIndex,
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@@ -696,7 +696,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
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/// <returns>The generated translator context</returns>
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public static TranslatorContext DecodeComputeShader(IGpuAccessor gpuAccessor, TargetApi api, ulong gpuVa)
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{
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var options = CreateTranslationOptions(api, DefaultFlags | TranslationFlags.Compute);
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TranslationOptions options = CreateTranslationOptions(api, DefaultFlags | TranslationFlags.Compute);
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return Translator.CreateContext(gpuVa, gpuAccessor, options);
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}
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@@ -713,7 +713,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
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/// <returns>The generated translator context</returns>
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public static TranslatorContext DecodeGraphicsShader(IGpuAccessor gpuAccessor, TargetApi api, TranslationFlags flags, ulong gpuVa)
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{
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var options = CreateTranslationOptions(api, flags);
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TranslationOptions options = CreateTranslationOptions(api, flags);
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return Translator.CreateContext(gpuVa, gpuAccessor, options);
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}
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@@ -739,7 +739,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
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{
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ulong cb1DataAddress = channel.BufferManager.GetGraphicsUniformBufferAddress(0, 1);
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var memoryManager = channel.MemoryManager;
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MemoryManager memoryManager = channel.MemoryManager;
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codeA ??= memoryManager.GetSpan(vertexA.Address, vertexA.Size).ToArray();
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codeB ??= memoryManager.GetSpan(currentStage.Address, currentStage.Size).ToArray();
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@@ -777,7 +777,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
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/// <returns>Compiled graphics shader code</returns>
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private static TranslatedShader TranslateShader(ShaderDumper dumper, GpuChannel channel, TranslatorContext context, byte[] code, bool asCompute)
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{
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var memoryManager = channel.MemoryManager;
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MemoryManager memoryManager = channel.MemoryManager;
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ulong cb1DataAddress = context.Stage == ShaderStage.Compute
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? channel.BufferManager.GetComputeUniformBufferAddress(1)
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