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- 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;
- }
- }
- }
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