Ryujinx/Ryujinx.Graphics.Gpu/Shader/Cache/Definition/GuestShaderCacheEntryHeader.cs
Mary 48f6570557
Salieri: shader cache (#1701)
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.
2020-11-13 00:15:34 +01:00

67 lines
2 KiB
C#

using Ryujinx.Graphics.Shader;
using System.Runtime.InteropServices;
namespace Ryujinx.Graphics.Gpu.Shader.Cache.Definition
{
/// <summary>
/// The header of a guest shader entry in a guest shader program.
/// </summary>
[StructLayout(LayoutKind.Sequential, Pack = 0x1, Size = 0x30)]
struct GuestShaderCacheEntryHeader
{
/// <summary>
/// The stage of this shader.
/// </summary>
public ShaderStage Stage;
/// <summary>
/// Unused/reserved.
/// </summary>
public byte Reserved1;
/// <summary>
/// Unused/reserved.
/// </summary>
public byte Reserved2;
/// <summary>
/// Unused/reserved.
/// </summary>
public byte Reserved3;
/// <summary>
/// The size of the code section.
/// </summary>
public int Size;
/// <summary>
/// The size of the code2 section if present. (Vertex A)
/// </summary>
public int SizeA;
/// <summary>
/// Unused/reserved.
/// </summary>
public int Reserved4;
/// <summary>
/// The header of the cached gpu accessor.
/// </summary>
public GuestGpuAccessorHeader GpuAccessorHeader;
/// <summary>
/// Create a new guest shader entry header.
/// </summary>
/// <param name="stage">The stage of this shader</param>
/// <param name="size">The size of the code section</param>
/// <param name="sizeA">The size of the code2 section if present (Vertex A)</param>
/// <param name="gpuAccessorHeader">The header of the cached gpu accessor</param>
public GuestShaderCacheEntryHeader(ShaderStage stage, int size, int sizeA, GuestGpuAccessorHeader gpuAccessorHeader) : this()
{
Stage = stage;
Size = size;
SizeA = sizeA;
GpuAccessorHeader = gpuAccessorHeader;
}
}
}