misc: Use nint/nuint instead of IntPtr/UIntPtr

This commit is contained in:
KeatonTheBot 2025-10-29 02:09:04 -05:00
parent 2d720fea03
commit c1e24961f9
163 changed files with 845 additions and 845 deletions

View file

@ -56,7 +56,7 @@ namespace Ryujinx.Graphics.OpenGL
minVertexCount = vertexCount;
}
GL.BindVertexBuffer(bindingIndex, vb.Buffer.Handle.ToInt32(), (IntPtr)vb.Buffer.Offset, vb.Stride);
GL.BindVertexBuffer(bindingIndex, vb.Buffer.Handle.ToInt32(), (nint)vb.Buffer.Offset, vb.Stride);
GL.VertexBindingDivisor(bindingIndex, vb.Divisor);
_vertexBuffersInUse |= 1u << bindingIndex;
}
@ -64,7 +64,7 @@ namespace Ryujinx.Graphics.OpenGL
{
if ((_vertexBuffersInUse & (1u << bindingIndex)) != 0)
{
GL.BindVertexBuffer(bindingIndex, 0, IntPtr.Zero, 0);
GL.BindVertexBuffer(bindingIndex, 0, nint.Zero, 0);
_vertexBuffersInUse &= ~(1u << bindingIndex);
}
}
@ -187,7 +187,7 @@ namespace Ryujinx.Graphics.OpenGL
Buffer.Copy(vb.Buffer.Handle, tempVertexBuffer, vb.Buffer.Offset, currentTempVbOffset, vb.Buffer.Size);
Buffer.Clear(tempVertexBuffer, currentTempVbOffset + vb.Buffer.Size, requiredSize - vb.Buffer.Size, 0);
GL.BindVertexBuffer(vbIndex, tempVertexBuffer.ToInt32(), (IntPtr)currentTempVbOffset, vb.Stride);
GL.BindVertexBuffer(vbIndex, tempVertexBuffer.ToInt32(), (nint)currentTempVbOffset, vb.Stride);
currentTempVbOffset += requiredSize;
_vertexBuffersLimited |= 1u << vbIndex;
@ -233,7 +233,7 @@ namespace Ryujinx.Graphics.OpenGL
ref var vb = ref _vertexBuffers[vbIndex];
GL.BindVertexBuffer(vbIndex, vb.Buffer.Handle.ToInt32(), (IntPtr)vb.Buffer.Offset, vb.Stride);
GL.BindVertexBuffer(vbIndex, vb.Buffer.Handle.ToInt32(), (nint)vb.Buffer.Offset, vb.Stride);
buffersLimited &= ~(1u << vbIndex);
}