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 HostShaderCacheHeader { /// <summary> /// The count of shaders defining this program. /// </summary> public byte Count; /// <summary> /// Unused/reserved. /// </summary> public byte Reserved1; /// <summary> /// Unused/reserved. /// </summary> public ushort Reserved2; /// <summary> /// Size of the shader binary. /// </summary> public int CodeSize; /// <summary> /// Create a new host shader cache header. /// </summary> /// <param name="count">The count of shaders defining this program</param> /// <param name="codeSize">The size of the shader binary</param> public HostShaderCacheHeader(byte count, int codeSize) : this() { Count = count; CodeSize = codeSize; } } }