using System.Runtime.InteropServices;
using Ryujinx.Graphics.Shader;
namespace Ryujinx.Graphics.Gpu.Shader.Cache.Definition
{
///
/// Host shader entry header used for binding information.
///
[StructLayout(LayoutKind.Sequential, Pack = 1, Size = 0x14)]
struct HostShaderCacheEntryHeader
{
///
/// Count of constant buffer descriptors.
///
public int CBuffersCount;
///
/// Count of storage buffer descriptors.
///
public int SBuffersCount;
///
/// Count of texture descriptors.
///
public int TexturesCount;
///
/// Count of image descriptors.
///
public int ImagesCount;
///
/// Set to true if the shader uses instance id.
///
[MarshalAs(UnmanagedType.I1)]
public bool UsesInstanceId;
///
/// Set to true if this entry is in use.
///
[MarshalAs(UnmanagedType.I1)]
public bool InUse;
///
/// Mask of clip distances that are written to on the shader.
///
public byte ClipDistancesWritten;
///
/// Reserved / unused.
///
public byte Reserved;
///
/// Create a new host shader cache entry header.
///
/// Count of constant buffer descriptors
/// Count of storage buffer descriptors
/// Count of texture descriptors
/// Count of image descriptors
/// Set to true if the shader uses instance id
public HostShaderCacheEntryHeader(
int cBuffersCount,
int sBuffersCount,
int texturesCount,
int imagesCount,
bool usesInstanceId,
byte clipDistancesWritten) : this()
{
CBuffersCount = cBuffersCount;
SBuffersCount = sBuffersCount;
TexturesCount = texturesCount;
ImagesCount = imagesCount;
UsesInstanceId = usesInstanceId;
ClipDistancesWritten = clipDistancesWritten;
InUse = true;
}
}
}