using System.Runtime.InteropServices; namespace Ryujinx.Graphics.Gpu.Shader.Cache.Definition { /// <summary> /// The header of a shader program in the guest cache. /// </summary> [StructLayout(LayoutKind.Sequential, Pack = 0x1, Size = 0x10)] struct GuestShaderCacheHeader { /// <summary> /// The count of shaders defining this program. /// </summary> public byte Count; /// <summary> /// The count of transform feedback data used in this program. /// </summary> public byte TransformFeedbackCount; /// <summary> /// Unused/reserved. /// </summary> public ushort Reserved1; /// <summary> /// Unused/reserved. /// </summary> public ulong Reserved2; /// <summary> /// Create a new guest shader cache header. /// </summary> /// <param name="count">The count of shaders defining this program</param> /// <param name="transformFeedbackCount">The count of transform feedback data used in this program</param> public GuestShaderCacheHeader(byte count, byte transformFeedbackCount) : this() { Count = count; TransformFeedbackCount = transformFeedbackCount; } } }