ryujinx-mirror/Ryujinx.Graphics.Gpu/Shader/Cache/Definition/HostShaderCacheEntryHeader.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

67 lines
2.2 KiB
C#

using System.Runtime.InteropServices;
using Ryujinx.Graphics.Shader;
namespace Ryujinx.Graphics.Gpu.Shader.Cache.Definition
{
/// <summary>
/// Host shader entry header used for binding information.
/// </summary>
[StructLayout(LayoutKind.Sequential, Pack = 1, Size = 0x14)]
struct HostShaderCacheEntryHeader
{
/// <summary>
/// Count of constant buffer descriptors.
/// </summary>
public int CBuffersCount;
/// <summary>
/// Count of storage buffer descriptors.
/// </summary>
public int SBuffersCount;
/// <summary>
/// Count of texture descriptors.
/// </summary>
public int TexturesCount;
/// <summary>
/// Count of image descriptors.
/// </summary>
public int ImagesCount;
/// <summary>
/// Set to true if the shader uses instance id.
/// </summary>
[MarshalAs(UnmanagedType.I1)]
public bool UsesInstanceId;
/// <summary>
/// Set to true if this entry is in use.
/// </summary>
[MarshalAs(UnmanagedType.I1)]
public bool InUse;
/// <summary>
/// Reserved / unused.
/// </summary>
public short Reserved;
/// <summary>
/// Create a new host shader cache entry header.
/// </summary>
/// <param name="cBuffersCount">Count of constant buffer descriptors</param>
/// <param name="sBuffersCount">Count of storage buffer descriptors</param>
/// <param name="texturesCount">Count of texture descriptors</param>
/// <param name="imagesCount">Count of image descriptors</param>
/// <param name="usesInstanceId">Set to true if the shader uses instance id</param>
public HostShaderCacheEntryHeader(int cBuffersCount, int sBuffersCount, int texturesCount, int imagesCount, bool usesInstanceId) : this()
{
CBuffersCount = cBuffersCount;
SBuffersCount = sBuffersCount;
TexturesCount = texturesCount;
ImagesCount = imagesCount;
UsesInstanceId = usesInstanceId;
InUse = true;
}
}
}