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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.
38 lines
1.1 KiB
C#
38 lines
1.1 KiB
C#
using System.Runtime.InteropServices;
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namespace Ryujinx.Graphics.Gpu.Shader.Cache.Definition
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{
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/// <summary>
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/// Header for transform feedback.
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/// </summary>
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[StructLayout(LayoutKind.Sequential, Pack = 1, Size = 0x10)]
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struct GuestShaderCacheTransformFeedbackHeader
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{
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/// <summary>
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/// The buffer index of the transform feedback.
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/// </summary>
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public int BufferIndex;
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/// <summary>
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/// The stride of the transform feedback.
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/// </summary>
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public int Stride;
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/// <summary>
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/// The length of the varying location buffer of the transform feedback.
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/// </summary>
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public int VaryingLocationsLength;
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/// <summary>
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/// Reserved/unused.
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/// </summary>
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public int Reserved1;
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public GuestShaderCacheTransformFeedbackHeader(int bufferIndex, int stride, int varyingLocationsLength) : this()
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{
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BufferIndex = bufferIndex;
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Stride = stride;
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VaryingLocationsLength = varyingLocationsLength;
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}
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}
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}
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