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
/// The count of texture descriptors.
public int TextureDescriptorCount;
/// Local Size X for compute shaders.
public int ComputeLocalSizeX;
/// Local Size Y for compute shaders.
public int ComputeLocalSizeY;
/// Local Size Z for compute shaders.
public int ComputeLocalSizeZ;
/// Local Memory size in bytes for compute shaders.
public int ComputeLocalMemorySize;
/// Shared Memory size in bytes for compute shaders.
public int ComputeSharedMemorySize;
/// Unused/reserved.
public int Reserved1;
/// Current primitive topology for geometry shaders.
public InputTopology PrimitiveTopology;
/// Tessellation parameters (packed to fit on a byte).
public byte TessellationModePacked;
public byte Reserved2;
/// GPU boolean state that can influence shader compilation.
public GuestGpuStateFlags StateFlags;
}