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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.
63 lines
1.6 KiB
C#
63 lines
1.6 KiB
C#
using Ryujinx.Graphics.Shader;
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using System.Runtime.InteropServices;
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namespace Ryujinx.Graphics.Gpu.Shader.Cache.Definition
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{
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/// <summary>
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/// Header of a cached guest gpu accessor.
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/// </summary>
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[StructLayout(LayoutKind.Sequential, Size = 0x20, Pack = 1)]
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struct GuestGpuAccessorHeader
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{
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/// <summary>
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/// The count of texture descriptors.
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/// </summary>
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public int TextureDescriptorCount;
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/// <summary>
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/// Local Size X for compute shaders.
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/// </summary>
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public int ComputeLocalSizeX;
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/// <summary>
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/// Local Size Y for compute shaders.
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/// </summary>
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public int ComputeLocalSizeY;
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/// <summary>
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/// Local Size Z for compute shaders.
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/// </summary>
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public int ComputeLocalSizeZ;
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/// <summary>
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/// Local Memory size in bytes for compute shaders.
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/// </summary>
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public int ComputeLocalMemorySize;
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/// <summary>
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/// Shared Memory size in bytes for compute shaders.
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/// </summary>
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public int ComputeSharedMemorySize;
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/// <summary>
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/// Unused/reserved.
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/// </summary>
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public int Reserved1;
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/// <summary>
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/// Current primitive topology for geometry shaders.
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/// </summary>
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public InputTopology PrimitiveTopology;
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/// <summary>
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/// Unused/reserved.
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/// </summary>
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public ushort Reserved2;
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/// <summary>
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/// Unused/reserved.
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/// </summary>
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public byte Reserved3;
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}
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}
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