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- using Ryujinx.Graphics.Shader;
- using System.Runtime.InteropServices;
- namespace Ryujinx.Graphics.Gpu.Shader.Cache.Definition
- {
- /// <summary>
- /// Header of a cached guest gpu accessor.
- /// </summary>
- [StructLayout(LayoutKind.Sequential, Size = 0x20, Pack = 1)]
- struct GuestGpuAccessorHeader
- {
- /// <summary>
- /// The count of texture descriptors.
- /// </summary>
- public int TextureDescriptorCount;
- /// <summary>
- /// Local Size X for compute shaders.
- /// </summary>
- public int ComputeLocalSizeX;
- /// <summary>
- /// Local Size Y for compute shaders.
- /// </summary>
- public int ComputeLocalSizeY;
- /// <summary>
- /// Local Size Z for compute shaders.
- /// </summary>
- public int ComputeLocalSizeZ;
- /// <summary>
- /// Local Memory size in bytes for compute shaders.
- /// </summary>
- public int ComputeLocalMemorySize;
- /// <summary>
- /// Shared Memory size in bytes for compute shaders.
- /// </summary>
- public int ComputeSharedMemorySize;
- /// <summary>
- /// Unused/reserved.
- /// </summary>
- public int Reserved1;
- /// <summary>
- /// Current primitive topology for geometry shaders.
- /// </summary>
- public InputTopology PrimitiveTopology;
- /// <summary>
- /// Unused/reserved.
- /// </summary>
- public ushort Reserved2;
- /// <summary>
- /// GPU boolean state that can influence shader compilation.
- /// </summary>
- public GuestGpuStateFlags StateFlags;
- }
- }
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