Ryujinx-uplift/Ryujinx.Graphics.Shader/TextureDescriptor.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

32 lines
835 B
C#

namespace Ryujinx.Graphics.Shader
{
public struct TextureDescriptor
{
public readonly int Binding;
public readonly SamplerType Type;
public readonly TextureFormat Format;
public readonly int CbufSlot;
public readonly int HandleIndex;
public TextureUsageFlags Flags;
public TextureDescriptor(int binding, SamplerType type, TextureFormat format, int cbufSlot, int handleIndex)
{
Binding = binding;
Type = type;
Format = format;
CbufSlot = cbufSlot;
HandleIndex = handleIndex;
Flags = TextureUsageFlags.None;
}
public TextureDescriptor SetFlag(TextureUsageFlags flag)
{
Flags |= flag;
return this;
}
}
}