forked from Mirror/Ryujinx
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.
15 lines
505 B
C#
15 lines
505 B
C#
using Ryujinx.Graphics.Gpu.Image;
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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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/// Mostly identical to TextureDescriptor from <see cref="Image"/> but we don't store the address of the texture and store its handle instead.
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/// </summary>
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[StructLayout(LayoutKind.Sequential, Size = 0x20, Pack = 1)]
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struct GuestTextureDescriptor
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{
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public uint Handle;
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internal TextureDescriptor Descriptor;
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}
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}
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