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authorAndrey Sukharev <SukharevAndrey@users.noreply.github.com>2022-12-05 16:47:39 +0300
committerGitHub <noreply@github.com>2022-12-05 14:47:39 +0100
commit4da44e09cb2a32f69b4a6b47221117b78e4618dc (patch)
treec3648a09202374dabff6fac472fe341bf9e1f0ee /Ryujinx.Graphics.Gpu/Shader/ShaderSpecializationState.cs
parentae13f0ab4da5b371bba746c1bd6598baaa44585d (diff)
Make structs readonly when applicable (#4002)
* Make all structs readonly when applicable. It should reduce amount of needless defensive copies * Make structs with trivial boilerplate equality code record structs * Remove unnecessary readonly modifiers from TextureCreateInfo * Make BitMap structs readonly too
Diffstat (limited to 'Ryujinx.Graphics.Gpu/Shader/ShaderSpecializationState.cs')
-rw-r--r--Ryujinx.Graphics.Gpu/Shader/ShaderSpecializationState.cs17
1 files changed, 1 insertions, 16 deletions
diff --git a/Ryujinx.Graphics.Gpu/Shader/ShaderSpecializationState.cs b/Ryujinx.Graphics.Gpu/Shader/ShaderSpecializationState.cs
index 14f64bbf..872aaf67 100644
--- a/Ryujinx.Graphics.Gpu/Shader/ShaderSpecializationState.cs
+++ b/Ryujinx.Graphics.Gpu/Shader/ShaderSpecializationState.cs
@@ -121,7 +121,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
/// <summary>
/// Texture binding information, used to identify each texture accessed by the shader.
/// </summary>
- private struct TextureKey : IEquatable<TextureKey>
+ private readonly record struct TextureKey
{
// New fields should be added to the end of the struct to keep disk shader cache compatibility.
@@ -152,21 +152,6 @@ namespace Ryujinx.Graphics.Gpu.Shader
Handle = handle;
CbufSlot = cbufSlot;
}
-
- public override bool Equals(object obj)
- {
- return obj is TextureKey textureKey && Equals(textureKey);
- }
-
- public bool Equals(TextureKey other)
- {
- return StageIndex == other.StageIndex && Handle == other.Handle && CbufSlot == other.CbufSlot;
- }
-
- public override int GetHashCode()
- {
- return HashCode.Combine(StageIndex, Handle, CbufSlot);
- }
}
private readonly Dictionary<TextureKey, Box<TextureSpecializationState>> _textureSpecialization;