Ryujinx/Ryujinx.Graphics.Gpu/Shader/ShaderAddresses.cs

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using System;
namespace Ryujinx.Graphics.Gpu.Shader
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{
/// <summary>
/// Shader code addresses in memory for each shader stage.
/// </summary>
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struct ShaderAddresses : IEquatable<ShaderAddresses>
{
public ulong VertexA;
public ulong Vertex;
public ulong TessControl;
public ulong TessEvaluation;
public ulong Geometry;
public ulong Fragment;
/// <summary>
/// Check if the addresses are equal.
/// </summary>
/// <param name="other">Shader addresses structure to compare with</param>
/// <returns>True if they are equal, false otherwise</returns>
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public override bool Equals(object other)
{
return other is ShaderAddresses addresses && Equals(addresses);
}
/// <summary>
/// Check if the addresses are equal.
/// </summary>
/// <param name="other">Shader addresses structure to compare with</param>
/// <returns>True if they are equal, false otherwise</returns>
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public bool Equals(ShaderAddresses other)
{
return VertexA == other.VertexA &&
Vertex == other.Vertex &&
TessControl == other.TessControl &&
TessEvaluation == other.TessEvaluation &&
Geometry == other.Geometry &&
Fragment == other.Fragment;
}
/// <summary>
/// Computes hash code from the addresses.
/// </summary>
/// <returns>Hash code</returns>
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public override int GetHashCode()
{
return HashCode.Combine(VertexA, Vertex, TessControl, TessEvaluation, Geometry, Fragment);
}
}
}