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misc: chore: Use explicit types in GPU, Device, and Host1x projects
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@ -26,7 +26,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
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/// <param name="program">Program to be added</param>
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public void Add(CachedShaderProgram program)
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{
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var specList = _cache.GetOrAdd(program.Shaders[0].Code, new ShaderSpecializationList());
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ShaderSpecializationList specList = _cache.GetOrAdd(program.Shaders[0].Code, new ShaderSpecializationList());
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specList.Add(program);
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_shaderPrograms.Add(program);
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}
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@ -51,7 +51,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
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{
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program = null;
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ShaderCodeAccessor codeAccessor = new(channel.MemoryManager, gpuVa);
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bool hasSpecList = _cache.TryFindItem(codeAccessor, out var specList, out cachedGuestCode);
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bool hasSpecList = _cache.TryFindItem(codeAccessor, out ShaderSpecializationList specList, out cachedGuestCode);
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return hasSpecList && specList.TryFindForCompute(channel, poolState, computeState, out program);
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}
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@ -62,7 +62,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
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/// <returns>Programs added to the table</returns>
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public IEnumerable<CachedShaderProgram> GetPrograms()
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{
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foreach (var program in _shaderPrograms)
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foreach (CachedShaderProgram program in _shaderPrograms)
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{
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yield return program;
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}
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