mirror of
https://github.com/Ryujinx-NX/Ryujinx.git
synced 2024-11-14 21:17:43 -07:00
Fix some shader gen problems…
This commit is contained in:
parent
d4bed276b0
commit
c29aa96e73
@ -65,11 +65,11 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Msl
|
|||||||
{
|
{
|
||||||
if (stage == ShaderStage.Vertex)
|
if (stage == ShaderStage.Vertex)
|
||||||
{
|
{
|
||||||
context.AppendLine("VertexOutput out;");
|
context.AppendLine("VertexOut out;");
|
||||||
}
|
}
|
||||||
else if (stage == ShaderStage.Fragment)
|
else if (stage == ShaderStage.Fragment)
|
||||||
{
|
{
|
||||||
context.AppendLine("FragmentOutput out;");
|
context.AppendLine("FragmentOut out;");
|
||||||
}
|
}
|
||||||
|
|
||||||
foreach (AstOperand decl in function.Locals)
|
foreach (AstOperand decl in function.Locals)
|
||||||
@ -120,17 +120,16 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Msl
|
|||||||
switch (context.Definitions.Stage)
|
switch (context.Definitions.Stage)
|
||||||
{
|
{
|
||||||
case ShaderStage.Vertex:
|
case ShaderStage.Vertex:
|
||||||
prefix = "Vertex";
|
context.AppendLine($"struct VertexIn");
|
||||||
break;
|
break;
|
||||||
case ShaderStage.Fragment:
|
case ShaderStage.Fragment:
|
||||||
prefix = "Fragment";
|
context.AppendLine($"struct VertexOut");
|
||||||
break;
|
break;
|
||||||
case ShaderStage.Compute:
|
case ShaderStage.Compute:
|
||||||
prefix = "Compute";
|
context.AppendLine($"struct ComputeIn");
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
|
|
||||||
context.AppendLine($"struct {prefix}In");
|
|
||||||
context.EnterScope();
|
context.EnterScope();
|
||||||
|
|
||||||
foreach (var ioDefinition in inputs.OrderBy(x => x.Location))
|
foreach (var ioDefinition in inputs.OrderBy(x => x.Location))
|
||||||
@ -162,31 +161,38 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Msl
|
|||||||
switch (context.Definitions.Stage)
|
switch (context.Definitions.Stage)
|
||||||
{
|
{
|
||||||
case ShaderStage.Vertex:
|
case ShaderStage.Vertex:
|
||||||
prefix = "Vertex";
|
context.AppendLine($"struct VertexOut");
|
||||||
break;
|
break;
|
||||||
case ShaderStage.Fragment:
|
case ShaderStage.Fragment:
|
||||||
prefix = "Fragment";
|
context.AppendLine($"struct FragmentOut");
|
||||||
break;
|
break;
|
||||||
case ShaderStage.Compute:
|
case ShaderStage.Compute:
|
||||||
prefix = "Compute";
|
context.AppendLine($"struct ComputeOut");
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
|
|
||||||
context.AppendLine($"struct {prefix}Output");
|
|
||||||
context.EnterScope();
|
context.EnterScope();
|
||||||
|
|
||||||
foreach (var ioDefinition in inputs.OrderBy(x => x.Location))
|
foreach (var ioDefinition in inputs.OrderBy(x => x.Location))
|
||||||
{
|
{
|
||||||
string type = GetVarTypeName(context, context.Definitions.GetUserDefinedType(ioDefinition.Location, isOutput: true));
|
string type = ioDefinition.IoVariable switch
|
||||||
|
{
|
||||||
|
IoVariable.Position => "float4",
|
||||||
|
IoVariable.PointSize => "float",
|
||||||
|
_ => GetVarTypeName(context, context.Definitions.GetUserDefinedType(ioDefinition.Location, isOutput: true))
|
||||||
|
};
|
||||||
string name = ioDefinition.IoVariable switch
|
string name = ioDefinition.IoVariable switch
|
||||||
{
|
{
|
||||||
IoVariable.Position => "position",
|
IoVariable.Position => "position",
|
||||||
|
IoVariable.PointSize => "point_size",
|
||||||
IoVariable.FragmentOutputColor => "color",
|
IoVariable.FragmentOutputColor => "color",
|
||||||
_ => $"{DefaultNames.OAttributePrefix}{ioDefinition.Location}"
|
_ => $"{DefaultNames.OAttributePrefix}{ioDefinition.Location}"
|
||||||
};
|
};
|
||||||
string suffix = ioDefinition.IoVariable switch
|
string suffix = ioDefinition.IoVariable switch
|
||||||
{
|
{
|
||||||
IoVariable.Position => " [[position]]",
|
IoVariable.Position => " [[position]]",
|
||||||
|
IoVariable.PointSize => " [[point_size]]",
|
||||||
|
IoVariable.FragmentOutputColor => $" [[color({ioDefinition.Location})]]",
|
||||||
_ => ""
|
_ => ""
|
||||||
};
|
};
|
||||||
|
|
||||||
|
@ -24,7 +24,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Msl.Instructions
|
|||||||
IoVariable.FrontFacing => ("front_facing", AggregateType.Bool),
|
IoVariable.FrontFacing => ("front_facing", AggregateType.Bool),
|
||||||
IoVariable.InstanceId => ("instance_id", AggregateType.S32),
|
IoVariable.InstanceId => ("instance_id", AggregateType.S32),
|
||||||
IoVariable.PointCoord => ("point_coord", AggregateType.Vector2),
|
IoVariable.PointCoord => ("point_coord", AggregateType.Vector2),
|
||||||
IoVariable.PointSize => ("point_size", AggregateType.FP32),
|
IoVariable.PointSize => ("out.point_size", AggregateType.FP32),
|
||||||
IoVariable.Position => ("out.position", AggregateType.Vector4 | AggregateType.FP32),
|
IoVariable.Position => ("out.position", AggregateType.Vector4 | AggregateType.FP32),
|
||||||
IoVariable.PrimitiveId => ("primitive_id", AggregateType.S32),
|
IoVariable.PrimitiveId => ("primitive_id", AggregateType.S32),
|
||||||
IoVariable.UserDefined => GetUserDefinedVariableName(definitions, location, component, isOutput, isPerPatch),
|
IoVariable.UserDefined => GetUserDefinedVariableName(definitions, location, component, isOutput, isPerPatch),
|
||||||
|
@ -85,13 +85,13 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Msl
|
|||||||
{
|
{
|
||||||
funcKeyword = "vertex";
|
funcKeyword = "vertex";
|
||||||
funcName = "vertexMain";
|
funcName = "vertexMain";
|
||||||
returnType = "VertexOutput";
|
returnType = "VertexOut";
|
||||||
}
|
}
|
||||||
else if (stage == ShaderStage.Fragment)
|
else if (stage == ShaderStage.Fragment)
|
||||||
{
|
{
|
||||||
funcKeyword = "fragment";
|
funcKeyword = "fragment";
|
||||||
funcName = "fragmentMain";
|
funcName = "fragmentMain";
|
||||||
returnType = "FragmentOutput";
|
returnType = "FragmentOut";
|
||||||
}
|
}
|
||||||
else if (stage == ShaderStage.Compute)
|
else if (stage == ShaderStage.Compute)
|
||||||
{
|
{
|
||||||
@ -106,7 +106,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Msl
|
|||||||
}
|
}
|
||||||
else if (stage == ShaderStage.Fragment)
|
else if (stage == ShaderStage.Fragment)
|
||||||
{
|
{
|
||||||
args = args.Prepend("FragmentIn in").ToArray();
|
args = args.Prepend("VertexOut in").ToArray();
|
||||||
}
|
}
|
||||||
else if (stage == ShaderStage.Compute)
|
else if (stage == ShaderStage.Compute)
|
||||||
{
|
{
|
||||||
|
Loading…
Reference in New Issue
Block a user