mirror of
https://github.com/ryujinx-mirror/ryujinx.git
synced 2024-12-01 11:17:18 +01:00
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.
43 lines
1.1 KiB
C#
43 lines
1.1 KiB
C#
using System.Runtime.InteropServices;
|
|
|
|
namespace Ryujinx.Graphics.Gpu.Shader.Cache.Definition
|
|
{
|
|
/// <summary>
|
|
/// The header of a shader program in the guest cache.
|
|
/// </summary>
|
|
[StructLayout(LayoutKind.Sequential, Pack = 0x1, Size = 0x10)]
|
|
struct HostShaderCacheHeader
|
|
{
|
|
/// <summary>
|
|
/// The count of shaders defining this program.
|
|
/// </summary>
|
|
public byte Count;
|
|
|
|
/// <summary>
|
|
/// Unused/reserved.
|
|
/// </summary>
|
|
public byte Reserved1;
|
|
|
|
/// <summary>
|
|
/// Unused/reserved.
|
|
/// </summary>
|
|
public ushort Reserved2;
|
|
|
|
/// <summary>
|
|
/// Size of the shader binary.
|
|
/// </summary>
|
|
public int CodeSize;
|
|
|
|
/// <summary>
|
|
/// Create a new host shader cache header.
|
|
/// </summary>
|
|
/// <param name="count">The count of shaders defining this program</param>
|
|
/// <param name="codeSize">The size of the shader binary</param>
|
|
public HostShaderCacheHeader(byte count, int codeSize) : this()
|
|
{
|
|
Count = count;
|
|
CodeSize = codeSize;
|
|
}
|
|
}
|
|
}
|