diff options
| author | Mary <me@thog.eu> | 2020-11-13 00:15:34 +0100 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2020-11-13 00:15:34 +0100 |
| commit | 48f6570557fc76496936514d94e3ccddf55ec633 (patch) | |
| tree | ce455833899cb33a312e5853a7a3d191bb5d18d9 /Ryujinx.Graphics.Gpu/Shader/Cache/Definition/GuestShaderCacheEntryHeader.cs | |
| parent | 7166e82c3cf1fd8cf2fce3281017ee88122684d8 (diff) | |
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.
Diffstat (limited to 'Ryujinx.Graphics.Gpu/Shader/Cache/Definition/GuestShaderCacheEntryHeader.cs')
| -rw-r--r-- | Ryujinx.Graphics.Gpu/Shader/Cache/Definition/GuestShaderCacheEntryHeader.cs | 67 |
1 files changed, 67 insertions, 0 deletions
diff --git a/Ryujinx.Graphics.Gpu/Shader/Cache/Definition/GuestShaderCacheEntryHeader.cs b/Ryujinx.Graphics.Gpu/Shader/Cache/Definition/GuestShaderCacheEntryHeader.cs new file mode 100644 index 00000000..6d5bb28d --- /dev/null +++ b/Ryujinx.Graphics.Gpu/Shader/Cache/Definition/GuestShaderCacheEntryHeader.cs @@ -0,0 +1,67 @@ +using Ryujinx.Graphics.Shader; +using System.Runtime.InteropServices; + +namespace Ryujinx.Graphics.Gpu.Shader.Cache.Definition +{ + /// <summary> + /// The header of a guest shader entry in a guest shader program. + /// </summary> + [StructLayout(LayoutKind.Sequential, Pack = 0x1, Size = 0x30)] + struct GuestShaderCacheEntryHeader + { + /// <summary> + /// The stage of this shader. + /// </summary> + public ShaderStage Stage; + + /// <summary> + /// Unused/reserved. + /// </summary> + public byte Reserved1; + + /// <summary> + /// Unused/reserved. + /// </summary> + public byte Reserved2; + + /// <summary> + /// Unused/reserved. + /// </summary> + public byte Reserved3; + + /// <summary> + /// The size of the code section. + /// </summary> + public int Size; + + /// <summary> + /// The size of the code2 section if present. (Vertex A) + /// </summary> + public int SizeA; + + /// <summary> + /// Unused/reserved. + /// </summary> + public int Reserved4; + + /// <summary> + /// The header of the cached gpu accessor. + /// </summary> + public GuestGpuAccessorHeader GpuAccessorHeader; + + /// <summary> + /// Create a new guest shader entry header. + /// </summary> + /// <param name="stage">The stage of this shader</param> + /// <param name="size">The size of the code section</param> + /// <param name="sizeA">The size of the code2 section if present (Vertex A)</param> + /// <param name="gpuAccessorHeader">The header of the cached gpu accessor</param> + public GuestShaderCacheEntryHeader(ShaderStage stage, int size, int sizeA, GuestGpuAccessorHeader gpuAccessorHeader) : this() + { + Stage = stage; + Size = size; + SizeA = sizeA; + GpuAccessorHeader = gpuAccessorHeader; + } + } +} |
