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