JinxRyu/Ryujinx.Graphics.Gpu/Shader/Cache/Definition/GuestTextureDescriptor.cs
Mary 48f6570557
Salieri: shader cache (#1701)
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.
2020-11-13 00:15:34 +01:00

15 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;
}
}