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