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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;
}
}
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