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