2019-10-13 06:02:07 +00:00
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using System;
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2019-11-14 18:26:40 +00:00
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namespace Ryujinx.Graphics.Gpu.Shader
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2019-10-13 06:02:07 +00:00
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{
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2019-12-31 04:46:57 +00:00
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/// <summary>
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/// Shader code addresses in memory for each shader stage.
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/// </summary>
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2019-10-13 06:02:07 +00:00
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struct ShaderAddresses : IEquatable<ShaderAddresses>
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{
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public ulong VertexA;
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public ulong Vertex;
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public ulong TessControl;
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public ulong TessEvaluation;
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public ulong Geometry;
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public ulong Fragment;
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2019-12-31 04:46:57 +00:00
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/// <summary>
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/// Check if the addresses are equal.
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/// </summary>
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/// <param name="other">Shader addresses structure to compare with</param>
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/// <returns>True if they are equal, false otherwise</returns>
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2019-10-13 06:02:07 +00:00
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public override bool Equals(object other)
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{
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return other is ShaderAddresses addresses && Equals(addresses);
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}
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2019-12-31 04:46:57 +00:00
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/// <summary>
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/// Check if the addresses are equal.
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/// </summary>
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/// <param name="other">Shader addresses structure to compare with</param>
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/// <returns>True if they are equal, false otherwise</returns>
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2019-10-13 06:02:07 +00:00
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public bool Equals(ShaderAddresses other)
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{
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return VertexA == other.VertexA &&
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Vertex == other.Vertex &&
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TessControl == other.TessControl &&
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TessEvaluation == other.TessEvaluation &&
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Geometry == other.Geometry &&
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Fragment == other.Fragment;
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}
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2019-12-31 04:46:57 +00:00
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/// <summary>
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/// Computes hash code from the addresses.
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/// </summary>
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/// <returns>Hash code</returns>
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2019-10-13 06:02:07 +00:00
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public override int GetHashCode()
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{
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return HashCode.Combine(VertexA, Vertex, TessControl, TessEvaluation, Geometry, Fragment);
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}
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}
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}
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