mirror of
https://github.com/Ryujinx/Ryujinx.git
synced 2024-12-26 23:11:21 -08:00
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.
16 lines
505 B
C#
16 lines
505 B
C#
using Ryujinx.Graphics.Gpu.Image;
|
|
using System.Runtime.InteropServices;
|
|
|
|
namespace Ryujinx.Graphics.Gpu.Shader.Cache.Definition
|
|
{
|
|
/// <summary>
|
|
/// Mostly identical to TextureDescriptor from <see cref="Image"/> but we don't store the address of the texture and store its handle instead.
|
|
/// </summary>
|
|
[StructLayout(LayoutKind.Sequential, Size = 0x20, Pack = 1)]
|
|
struct GuestTextureDescriptor
|
|
{
|
|
public uint Handle;
|
|
internal TextureDescriptor Descriptor;
|
|
}
|
|
}
|