48f6570557
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.
42 lines
942 B
C#
42 lines
942 B
C#
using System;
|
|
using System.Runtime.InteropServices;
|
|
|
|
namespace Ryujinx.Common
|
|
{
|
|
[StructLayout(LayoutKind.Sequential)]
|
|
public struct Hash128 : IEquatable<Hash128>
|
|
{
|
|
public ulong Low;
|
|
public ulong High;
|
|
|
|
public override string ToString()
|
|
{
|
|
return $"{High:x16}{Low:x16}";
|
|
}
|
|
|
|
public static bool operator ==(Hash128 x, Hash128 y)
|
|
{
|
|
return x.Equals(y);
|
|
}
|
|
|
|
public static bool operator !=(Hash128 x, Hash128 y)
|
|
{
|
|
return !x.Equals(y);
|
|
}
|
|
|
|
public override bool Equals(object obj)
|
|
{
|
|
return obj is Hash128 hash128 && Equals(hash128);
|
|
}
|
|
|
|
public bool Equals(Hash128 cmpObj)
|
|
{
|
|
return Low == cmpObj.Low && High == cmpObj.High;
|
|
}
|
|
|
|
public override int GetHashCode()
|
|
{
|
|
return HashCode.Combine(Low, High);
|
|
}
|
|
}
|
|
}
|