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misc: chore: Use collection expressions in Vulkan project
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@@ -46,10 +46,9 @@ namespace Ryujinx.Graphics.Vulkan.Effects
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_samplerLinear = _renderer.CreateSampler(SamplerCreateInfo.Create(MinFilter.Linear, MagFilter.Linear));
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_shaderProgram = _renderer.CreateProgramWithMinimalLayout(new[]
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{
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new ShaderSource(shader, ShaderStage.Compute, TargetLanguage.Spirv),
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}, resourceLayout);
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_shaderProgram = _renderer.CreateProgramWithMinimalLayout([
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new ShaderSource(shader, ShaderStage.Compute, TargetLanguage.Spirv)
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], resourceLayout);
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}
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public TextureView Run(TextureView view, CommandBufferScoped cbs, int width, int height)
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@@ -64,13 +63,13 @@ namespace Ryujinx.Graphics.Vulkan.Effects
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_pipeline.SetProgram(_shaderProgram);
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_pipeline.SetTextureAndSampler(ShaderStage.Compute, 1, view, _samplerLinear);
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ReadOnlySpan<float> resolutionBuffer = stackalloc float[] { view.Width, view.Height };
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ReadOnlySpan<float> resolutionBuffer = [view.Width, view.Height];
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int rangeSize = resolutionBuffer.Length * sizeof(float);
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using ScopedTemporaryBuffer buffer = _renderer.BufferManager.ReserveOrCreate(_renderer, cbs, rangeSize);
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buffer.Holder.SetDataUnchecked(buffer.Offset, resolutionBuffer);
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_pipeline.SetUniformBuffers(stackalloc[] { new BufferAssignment(2, buffer.Range) });
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_pipeline.SetUniformBuffers([new BufferAssignment(2, buffer.Range)]);
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int dispatchX = BitUtils.DivRoundUp(view.Width, IPostProcessingEffect.LocalGroupSize);
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int dispatchY = BitUtils.DivRoundUp(view.Height, IPostProcessingEffect.LocalGroupSize);
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