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