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Memory changes 3 (ryubing/ryujinx!202)
See merge request ryubing/ryujinx!202
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@@ -397,7 +397,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
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/// <returns>True if queried, false otherwise</returns>
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public bool IsPrimitiveTopologyQueried()
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{
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return _queriedState.HasFlag(QueriedStateFlags.PrimitiveTopology);
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return (_queriedState & QueriedStateFlags.PrimitiveTopology) == QueriedStateFlags.PrimitiveTopology;
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}
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/// <summary>
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@@ -904,7 +904,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
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specState.PipelineState = pipelineState;
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}
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if (specState._queriedState.HasFlag(QueriedStateFlags.TransformFeedback))
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if ((specState._queriedState & QueriedStateFlags.TransformFeedback) == QueriedStateFlags.TransformFeedback)
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{
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ushort tfCount = 0;
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dataReader.Read(ref tfCount);
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@@ -930,7 +930,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
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specState._textureSpecialization[textureKey] = textureState;
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}
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if (specState._queriedState.HasFlag(QueriedStateFlags.TextureArrayFromBuffer))
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if ((specState._queriedState & QueriedStateFlags.TextureArrayFromBuffer) == QueriedStateFlags.TextureArrayFromBuffer)
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{
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dataReader.Read(ref count);
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@@ -946,7 +946,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
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}
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}
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if (specState._queriedState.HasFlag(QueriedStateFlags.TextureArrayFromPool))
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if ((specState._queriedState & QueriedStateFlags.TextureArrayFromPool) == QueriedStateFlags.TextureArrayFromPool)
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{
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dataReader.Read(ref count);
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@@ -1006,7 +1006,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
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dataWriter.WriteWithMagicAndSize(ref pipelineState, PgpsMagic);
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}
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if (_queriedState.HasFlag(QueriedStateFlags.TransformFeedback))
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if ((_queriedState & QueriedStateFlags.TransformFeedback) == QueriedStateFlags.TransformFeedback)
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{
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ushort tfCount = (ushort)TransformFeedbackDescriptors.Length;
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dataWriter.Write(ref tfCount);
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@@ -1029,7 +1029,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
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dataWriter.WriteWithMagicAndSize(ref textureState.Value, TexsMagic);
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}
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if (_queriedState.HasFlag(QueriedStateFlags.TextureArrayFromBuffer))
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if ((_queriedState & QueriedStateFlags.TextureArrayFromBuffer) == QueriedStateFlags.TextureArrayFromBuffer)
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{
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count = (ushort)_textureArrayFromBufferSpecialization.Count;
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dataWriter.Write(ref count);
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@@ -1044,7 +1044,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
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}
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}
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if (_queriedState.HasFlag(QueriedStateFlags.TextureArrayFromPool))
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if ((_queriedState & QueriedStateFlags.TextureArrayFromPool) == QueriedStateFlags.TextureArrayFromPool)
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{
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count = (ushort)_textureArrayFromPoolSpecialization.Count;
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dataWriter.Write(ref count);
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