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misc: chore: Use explicit types in Shader project
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39 changed files with 726 additions and 725 deletions
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@ -20,7 +20,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Msl
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CodeGenContext context = new(info, parameters);
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var sets = Declarations.Declare(context, info);
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int[] sets = Declarations.Declare(context, info);
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if (info.Functions.Count != 0)
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{
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@ -168,15 +168,15 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Msl
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args = args.Append($"constant ConstantBuffers &constant_buffers [[buffer({Defaults.ConstantBuffersIndex})]]").ToArray();
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args = args.Append($"device StorageBuffers &storage_buffers [[buffer({Defaults.StorageBuffersIndex})]]").ToArray();
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foreach (var set in sets)
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foreach (int set in sets)
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{
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var bindingIndex = set + Defaults.BaseSetIndex;
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long bindingIndex = set + Defaults.BaseSetIndex;
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args = args.Append($"constant {Declarations.GetNameForSet(set)} &{Declarations.GetNameForSet(set, true)} [[buffer({bindingIndex})]]").ToArray();
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}
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}
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var funcPrefix = $"{funcKeyword} {returnType} {funcName ?? function.Name}(";
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var indent = new string(' ', funcPrefix.Length);
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string funcPrefix = $"{funcKeyword} {returnType} {funcName ?? function.Name}(";
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string indent = new string(' ', funcPrefix.Length);
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return $"{funcPrefix}{string.Join($", \n{indent}", args)})";
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}
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