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Ryujinx/Ryujinx.Graphics.Gpu/Shader/Cache/Definition/GuestGpuAccessorHeader.cs

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using Ryujinx.Graphics.Shader;
using System.Runtime.InteropServices;
namespace Ryujinx.Graphics.Gpu.Shader.Cache.Definition
{
/// <summary>
/// Header of a cached guest gpu accessor.
/// </summary>
[StructLayout(LayoutKind.Sequential, Size = 0x20, Pack = 1)]
struct GuestGpuAccessorHeader
{
/// <summary>
/// The count of texture descriptors.
/// </summary>
public int TextureDescriptorCount;
/// <summary>
/// Local Size X for compute shaders.
/// </summary>
public int ComputeLocalSizeX;
/// <summary>
/// Local Size Y for compute shaders.
/// </summary>
public int ComputeLocalSizeY;
/// <summary>
/// Local Size Z for compute shaders.
/// </summary>
public int ComputeLocalSizeZ;
/// <summary>
/// Local Memory size in bytes for compute shaders.
/// </summary>
public int ComputeLocalMemorySize;
/// <summary>
/// Shared Memory size in bytes for compute shaders.
/// </summary>
public int ComputeSharedMemorySize;
/// <summary>
/// Unused/reserved.
/// </summary>
public int Reserved1;
/// <summary>
/// Current primitive topology for geometry shaders.
/// </summary>
public InputTopology PrimitiveTopology;
/// <summary>
/// Tessellation parameters (packed to fit on a byte).
/// </summary>
public byte TessellationModePacked;
/// <summary>
/// Unused/reserved.
/// </summary>
public byte Reserved2;
/// <summary>
/// GPU boolean state that can influence shader compilation.
/// </summary>
public GuestGpuStateFlags StateFlags;
}
}