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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.
42 lines
1.1 KiB
C#
42 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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/// The header of a shader program in the guest cache.
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/// </summary>
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[StructLayout(LayoutKind.Sequential, Pack = 0x1, Size = 0x10)]
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struct HostShaderCacheHeader
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{
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/// <summary>
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/// The count of shaders defining this program.
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/// </summary>
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public byte Count;
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/// <summary>
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/// Unused/reserved.
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/// </summary>
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public byte Reserved1;
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/// <summary>
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/// Unused/reserved.
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/// </summary>
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public ushort Reserved2;
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/// <summary>
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/// Size of the shader binary.
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/// </summary>
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public int CodeSize;
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/// <summary>
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/// Create a new host shader cache header.
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/// </summary>
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/// <param name="count">The count of shaders defining this program</param>
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/// <param name="codeSize">The size of the shader binary</param>
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public HostShaderCacheHeader(byte count, int codeSize) : this()
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{
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Count = count;
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CodeSize = codeSize;
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}
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}
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}
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