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misc: chore: Use explicit types in Texture & Vic
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2 changed files with 3 additions and 2 deletions
src
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@ -67,7 +67,7 @@ namespace Ryujinx.Graphics.Texture.Encoders
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int w = Math.Min(4, width - x);
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int w = Math.Min(4, width - x);
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int h = Math.Min(4, height - y);
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int h = Math.Min(4, height - y);
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var dataUint = MemoryMarshal.Cast<byte, uint>(data);
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ReadOnlySpan<uint> dataUint = MemoryMarshal.Cast<byte, uint>(data);
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int baseOffset = y * width + x;
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int baseOffset = y * width + x;
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@ -1,3 +1,4 @@
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using Ryujinx.Common.Memory;
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using Ryujinx.Graphics.Device;
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using Ryujinx.Graphics.Device;
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using Ryujinx.Graphics.Vic.Image;
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using Ryujinx.Graphics.Vic.Image;
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using Ryujinx.Graphics.Vic.Types;
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using Ryujinx.Graphics.Vic.Types;
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@ -43,7 +44,7 @@ namespace Ryujinx.Graphics.Vic
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continue;
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continue;
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}
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}
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ref var offsets = ref _state.State.SetSurfacexSlotx[i];
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ref Array8<PlaneOffsets> offsets = ref _state.State.SetSurfacexSlotx[i];
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using Surface src = SurfaceReader.Read(_rm, ref slot.SlotConfig, ref slot.SlotSurfaceConfig, ref offsets);
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using Surface src = SurfaceReader.Read(_rm, ref slot.SlotConfig, ref slot.SlotSurfaceConfig, ref offsets);
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