using Ryujinx.Graphics.Gpu.Image; using System.Runtime.InteropServices; namespace Ryujinx.Graphics.Gpu.Shader.Cache.Definition { /// /// Mostly identical to TextureDescriptor from but we don't store the address of the texture and store its handle instead. /// [StructLayout(LayoutKind.Sequential, Size = 0x20, Pack = 1)] struct GuestTextureDescriptor { public uint Handle; internal TextureDescriptor Descriptor; } }