using Ryujinx.Common.Memory;
using System;
using System.Runtime.InteropServices;
namespace Ryujinx.Graphics.Gpu.Shader
{
/// <summary>
/// Transform feedback descriptor.
/// </summary>
struct TransformFeedbackDescriptor
// New fields should be added to the end of the struct to keep disk shader cache compatibility.
/// Index of the transform feedback.
public readonly int BufferIndex;
/// Amount of bytes consumed per vertex.
public readonly int Stride;
/// Number of varyings written into the buffer.
public readonly int VaryingCount;
/// Location of varyings to be written into the buffer. Each byte is one location.
public Array32<uint> VaryingLocations; // Making this readonly breaks AsSpan
/// Creates a new transform feedback descriptor.
/// <param name="bufferIndex">Index of the transform feedback</param>
/// <param name="stride">Amount of bytes consumed per vertex</param>
/// <param name="varyingCount">Number of varyings written into the buffer. Indicates size in bytes of <paramref name="varyingLocations"/></param>
/// <param name="varyingLocations">Location of varyings to be written into the buffer. Each byte is one location</param>
public TransformFeedbackDescriptor(int bufferIndex, int stride, int varyingCount, ref Array32<uint> varyingLocations)
BufferIndex = bufferIndex;
Stride = stride;
VaryingCount = varyingCount;
VaryingLocations = varyingLocations;
}
/// Gets a span of the <see cref="VaryingLocations"/>.
/// <returns>Span of varying locations</returns>
public ReadOnlySpan<byte> AsSpan()
return MemoryMarshal.Cast<uint, byte>(VaryingLocations.AsSpan()).Slice(0, Math.Min(128, VaryingCount));