GuestGpuAccessorHeader.cs 1.8 KB

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  1. using Ryujinx.Graphics.Shader;
  2. using System.Runtime.InteropServices;
  3. namespace Ryujinx.Graphics.Gpu.Shader.Cache.Definition
  4. {
  5. /// <summary>
  6. /// Header of a cached guest gpu accessor.
  7. /// </summary>
  8. [StructLayout(LayoutKind.Sequential, Size = 0x20, Pack = 1)]
  9. struct GuestGpuAccessorHeader
  10. {
  11. /// <summary>
  12. /// The count of texture descriptors.
  13. /// </summary>
  14. public int TextureDescriptorCount;
  15. /// <summary>
  16. /// Local Size X for compute shaders.
  17. /// </summary>
  18. public int ComputeLocalSizeX;
  19. /// <summary>
  20. /// Local Size Y for compute shaders.
  21. /// </summary>
  22. public int ComputeLocalSizeY;
  23. /// <summary>
  24. /// Local Size Z for compute shaders.
  25. /// </summary>
  26. public int ComputeLocalSizeZ;
  27. /// <summary>
  28. /// Local Memory size in bytes for compute shaders.
  29. /// </summary>
  30. public int ComputeLocalMemorySize;
  31. /// <summary>
  32. /// Shared Memory size in bytes for compute shaders.
  33. /// </summary>
  34. public int ComputeSharedMemorySize;
  35. /// <summary>
  36. /// Unused/reserved.
  37. /// </summary>
  38. public int Reserved1;
  39. /// <summary>
  40. /// Current primitive topology for geometry shaders.
  41. /// </summary>
  42. public InputTopology PrimitiveTopology;
  43. /// <summary>
  44. /// Tessellation parameters (packed to fit on a byte).
  45. /// </summary>
  46. public byte TessellationModePacked;
  47. /// <summary>
  48. /// Unused/reserved.
  49. /// </summary>
  50. public byte Reserved2;
  51. /// <summary>
  52. /// GPU boolean state that can influence shader compilation.
  53. /// </summary>
  54. public GuestGpuStateFlags StateFlags;
  55. }
  56. }