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Ryujinx/Ryujinx.Graphics.Gpu/Shader/Cache/Definition/GuestShaderCacheHeader.cs
Mary 48f6570557
Salieri: shader cache (#1701)
Here come Salieri, my implementation of a disk shader cache!

"I'm sure you know why I named it that."
"It doesn't really mean anything."

This implementation collects shaders at runtime and cache them to be later compiled when starting a game.
2020-11-13 00:15:34 +01:00

42 lines
1.3 KiB
C#

using System.Runtime.InteropServices;
namespace Ryujinx.Graphics.Gpu.Shader.Cache.Definition
{
/// <summary>
/// The header of a shader program in the guest cache.
/// </summary>
[StructLayout(LayoutKind.Sequential, Pack = 0x1, Size = 0x10)]
struct GuestShaderCacheHeader
{
/// <summary>
/// The count of shaders defining this program.
/// </summary>
public byte Count;
/// <summary>
/// The count of transform feedback data used in this program.
/// </summary>
public byte TransformFeedbackCount;
/// <summary>
/// Unused/reserved.
/// </summary>
public ushort Reserved1;
/// <summary>
/// Unused/reserved.
/// </summary>
public ulong Reserved2;
/// <summary>
/// Create a new guest shader cache header.
/// </summary>
/// <param name="count">The count of shaders defining this program</param>
/// <param name="transformFeedbackCount">The count of transform feedback data used in this program</param>
public GuestShaderCacheHeader(byte count, byte transformFeedbackCount) : this()
{
Count = count;
TransformFeedbackCount = transformFeedbackCount;
}
}
}