Ryujinx-uplift/Ryujinx.Common/Hash128.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

43 lines
942 B
C#

using System;
using System.Runtime.InteropServices;
namespace Ryujinx.Common
{
[StructLayout(LayoutKind.Sequential)]
public struct Hash128 : IEquatable<Hash128>
{
public ulong Low;
public ulong High;
public override string ToString()
{
return $"{High:x16}{Low:x16}";
}
public static bool operator ==(Hash128 x, Hash128 y)
{
return x.Equals(y);
}
public static bool operator !=(Hash128 x, Hash128 y)
{
return !x.Equals(y);
}
public override bool Equals(object obj)
{
return obj is Hash128 hash128 && Equals(hash128);
}
public bool Equals(Hash128 cmpObj)
{
return Low == cmpObj.Low && High == cmpObj.High;
}
public override int GetHashCode()
{
return HashCode.Combine(Low, High);
}
}
}