Use out var syntax
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@@ -51,16 +51,13 @@ namespace OpenRA.Platforms.Default
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OpenGL.CheckGLError();
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OpenGL.glCompileShader(shader);
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OpenGL.CheckGLError();
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int success;
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OpenGL.glGetShaderiv(shader, OpenGL.GL_COMPILE_STATUS, out success);
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OpenGL.glGetShaderiv(shader, OpenGL.GL_COMPILE_STATUS, out var success);
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OpenGL.CheckGLError();
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if (success == OpenGL.GL_FALSE)
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{
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int len;
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OpenGL.glGetShaderiv(shader, OpenGL.GL_INFO_LOG_LENGTH, out len);
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OpenGL.glGetShaderiv(shader, OpenGL.GL_INFO_LOG_LENGTH, out var len);
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var log = new StringBuilder(len);
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int length;
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OpenGL.glGetShaderInfoLog(shader, len, out length, log);
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OpenGL.glGetShaderInfoLog(shader, len, out var length, log);
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Log.Write("graphics", "GL Info Log:\n{0}", log.ToString());
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throw new InvalidProgramException("Compile error in shader object '{0}'".F(filename));
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@@ -100,17 +97,14 @@ namespace OpenRA.Platforms.Default
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OpenGL.glLinkProgram(program);
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OpenGL.CheckGLError();
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int success;
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OpenGL.glGetProgramiv(program, OpenGL.GL_LINK_STATUS, out success);
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OpenGL.glGetProgramiv(program, OpenGL.GL_LINK_STATUS, out var success);
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OpenGL.CheckGLError();
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if (success == OpenGL.GL_FALSE)
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{
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int len;
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OpenGL.glGetProgramiv(program, OpenGL.GL_INFO_LOG_LENGTH, out len);
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OpenGL.glGetProgramiv(program, OpenGL.GL_INFO_LOG_LENGTH, out var len);
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var log = new StringBuilder(len);
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int length;
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OpenGL.glGetProgramInfoLog(program, len, out length, log);
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OpenGL.glGetProgramInfoLog(program, len, out var length, log);
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Log.Write("graphics", "GL Info Log:\n{0}", log.ToString());
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throw new InvalidProgramException("Link error in shader program '{0}'".F(name));
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}
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@@ -118,18 +112,15 @@ namespace OpenRA.Platforms.Default
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OpenGL.glUseProgram(program);
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OpenGL.CheckGLError();
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int numUniforms;
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OpenGL.glGetProgramiv(program, OpenGL.GL_ACTIVE_UNIFORMS, out numUniforms);
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OpenGL.glGetProgramiv(program, OpenGL.GL_ACTIVE_UNIFORMS, out var numUniforms);
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OpenGL.CheckGLError();
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var nextTexUnit = 0;
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for (var i = 0; i < numUniforms; i++)
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{
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int length, size;
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int type;
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var sb = new StringBuilder(128);
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OpenGL.glGetActiveUniform(program, i, 128, out length, out size, out type, sb);
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OpenGL.glGetActiveUniform(program, i, 128, out var length, out var size, out var type, sb);
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var sampler = sb.ToString();
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OpenGL.CheckGLError();
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@@ -172,8 +163,7 @@ namespace OpenRA.Platforms.Default
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OpenGL.glBindTexture(OpenGL.GL_TEXTURE_2D, texture.ID);
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// Work around missing textureSize GLSL function by explicitly tracking sizes in a uniform
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int param;
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if (OpenGL.Profile == GLProfile.Legacy && legacySizeUniforms.TryGetValue(kv.Key, out param))
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if (OpenGL.Profile == GLProfile.Legacy && legacySizeUniforms.TryGetValue(kv.Key, out var param))
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{
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OpenGL.glUniform2f(param, texture.Size.Width, texture.Size.Height);
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OpenGL.CheckGLError();
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@@ -195,8 +185,7 @@ namespace OpenRA.Platforms.Default
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if (t == null)
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return;
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int texUnit;
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if (samplers.TryGetValue(name, out texUnit))
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if (samplers.TryGetValue(name, out var texUnit))
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textures[texUnit] = t;
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}
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