using System;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
namespace Ryujinx.Graphics.Gpu.Shader
{
/// <summary>
/// Shader code addresses in memory for each shader stage.
/// </summary>
struct ShaderAddresses : IEquatable<ShaderAddresses>
#pragma warning disable CS0649
public ulong VertexA;
public ulong VertexB;
public ulong TessControl;
public ulong TessEvaluation;
public ulong Geometry;
public ulong Fragment;
#pragma warning restore CS0649
/// Check if the addresses are equal.
/// <param name="other">Shader addresses structure to compare with</param>
/// <returns>True if they are equal, false otherwise</returns>
public override bool Equals(object other)
return other is ShaderAddresses addresses && Equals(addresses);
}
public bool Equals(ShaderAddresses other)
return VertexA == other.VertexA &&
VertexB == other.VertexB &&
TessControl == other.TessControl &&
TessEvaluation == other.TessEvaluation &&
Geometry == other.Geometry &&
Fragment == other.Fragment;
/// Computes hash code from the addresses.
/// <returns>Hash code</returns>
public override int GetHashCode()
return HashCode.Combine(VertexA, VertexB, TessControl, TessEvaluation, Geometry, Fragment);
/// Gets a view of the structure as a span of addresses.
/// <returns>Span of addresses</returns>
public Span<ulong> AsSpan()
return MemoryMarshal.CreateSpan(ref VertexA, Unsafe.SizeOf<ShaderAddresses>() / sizeof(ulong));