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misc: chore: Use explicit types in GPU, Device, and Host1x projects
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@@ -117,7 +117,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
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lock (_lock)
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{
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// Slices a given region using the modified regions in the list. Calls the action for the new slices.
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ref var overlaps = ref ThreadStaticArray<BufferModifiedRange>.Get();
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ref BufferModifiedRange[] overlaps = ref ThreadStaticArray<BufferModifiedRange>.Get();
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int count = FindOverlapsNonOverlapping(address, size, ref overlaps);
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@@ -156,7 +156,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
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lock (_lock)
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{
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// We may overlap with some existing modified regions. They must be cut into by the new entry.
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ref var overlaps = ref ThreadStaticArray<BufferModifiedRange>.Get();
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ref BufferModifiedRange[] overlaps = ref ThreadStaticArray<BufferModifiedRange>.Get();
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int count = FindOverlapsNonOverlapping(address, size, ref overlaps);
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@@ -210,7 +210,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
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{
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int count = 0;
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ref var overlaps = ref ThreadStaticArray<BufferModifiedRange>.Get();
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ref BufferModifiedRange[] overlaps = ref ThreadStaticArray<BufferModifiedRange>.Get();
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// Range list must be consistent for this operation.
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lock (_lock)
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@@ -239,7 +239,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
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{
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int count = 0;
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ref var overlaps = ref ThreadStaticArray<BufferModifiedRange>.Get();
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ref BufferModifiedRange[] overlaps = ref ThreadStaticArray<BufferModifiedRange>.Get();
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// Range list must be consistent for this operation.
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lock (_lock)
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@@ -355,7 +355,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
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int rangeCount = 0;
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ref var overlaps = ref ThreadStaticArray<BufferModifiedRange>.Get();
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ref BufferModifiedRange[] overlaps = ref ThreadStaticArray<BufferModifiedRange>.Get();
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// Range list must be consistent for this operation
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lock (_lock)
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