using System;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
namespace Ryujinx.Graphics.Gpu.Shader
{
///
/// Shader code addresses in memory for each shader stage.
///
struct ShaderAddresses : IEquatable
{
#pragma warning disable CS0649 // Field is never assigned to
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.
///
/// Shader addresses structure to compare with
/// True if they are equal, false otherwise
public readonly override bool Equals(object other)
{
return other is ShaderAddresses addresses && Equals(addresses);
}
///
/// Check if the addresses are equal.
///
/// Shader addresses structure to compare with
/// True if they are equal, false otherwise
public readonly 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.
///
/// Hash code
public readonly override int GetHashCode()
{
return HashCode.Combine(VertexA, VertexB, TessControl, TessEvaluation, Geometry, Fragment);
}
///
/// Gets a view of the structure as a span of addresses.
///
/// Span of addresses
public Span AsSpan()
{
return MemoryMarshal.CreateSpan(ref VertexA, Unsafe.SizeOf() / sizeof(ulong));
}
}
}