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authorMary <me@thog.eu>2020-11-13 00:15:34 +0100
committerGitHub <noreply@github.com>2020-11-13 00:15:34 +0100
commit48f6570557fc76496936514d94e3ccddf55ec633 (patch)
treece455833899cb33a312e5853a7a3d191bb5d18d9 /Ryujinx.Common/Hash128.cs
parent7166e82c3cf1fd8cf2fce3281017ee88122684d8 (diff)
Salieri: shader cache (#1701)
Here come Salieri, my implementation of a disk shader cache! "I'm sure you know why I named it that." "It doesn't really mean anything." This implementation collects shaders at runtime and cache them to be later compiled when starting a game.
Diffstat (limited to 'Ryujinx.Common/Hash128.cs')
-rw-r--r--Ryujinx.Common/Hash128.cs42
1 files changed, 42 insertions, 0 deletions
diff --git a/Ryujinx.Common/Hash128.cs b/Ryujinx.Common/Hash128.cs
new file mode 100644
index 00000000..99cd015c
--- /dev/null
+++ b/Ryujinx.Common/Hash128.cs
@@ -0,0 +1,42 @@
+using System;
+using System.Runtime.InteropServices;
+
+namespace Ryujinx.Common
+{
+ [StructLayout(LayoutKind.Sequential)]
+ public struct Hash128 : IEquatable<Hash128>
+ {
+ public ulong Low;
+ public ulong High;
+
+ public override string ToString()
+ {
+ return $"{High:x16}{Low:x16}";
+ }
+
+ public static bool operator ==(Hash128 x, Hash128 y)
+ {
+ return x.Equals(y);
+ }
+
+ public static bool operator !=(Hash128 x, Hash128 y)
+ {
+ return !x.Equals(y);
+ }
+
+ public override bool Equals(object obj)
+ {
+ return obj is Hash128 hash128 && Equals(hash128);
+ }
+
+ public bool Equals(Hash128 cmpObj)
+ {
+ return Low == cmpObj.Low && High == cmpObj.High;
+ }
+
+ public override int GetHashCode()
+ {
+ return HashCode.Combine(Low, High);
+ }
+ }
+}