forked from Mirror/Ryujinx
28 lines
1.1 KiB
C#
28 lines
1.1 KiB
C#
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using System;
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namespace Ryujinx.Graphics.Gpu.Shader.HashTable
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{
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/// <summary>
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/// Data accessor, used by <see cref="PartitionedHashTable{T}"/> to access data of unknown length.
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/// </summary>
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/// <remarks>
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/// This will be used to access chuncks of data and try finding a match on the table.
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/// This is necessary because the data size is assumed to be unknown, and so the
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/// hash table must try to "guess" the size of the data based on the entries on the table.
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/// </remarks>
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public interface IDataAccessor
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{
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/// <summary>
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/// Gets a span of shader code at the specified offset, with at most the specified size.
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/// </summary>
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/// <remarks>
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/// This might return a span smaller than the requested <paramref name="length"/> if there's
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/// no more code available.
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/// </remarks>
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/// <param name="offset">Offset in shader code</param>
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/// <param name="length">Size in bytes</param>
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/// <returns>Shader code span</returns>
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ReadOnlySpan<byte> GetSpan(int offset, int length);
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}
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}
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