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More shader fixes
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bd14efb220
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@ -143,24 +143,36 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Msl
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context.EnterScope();
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if (context.Definitions.Stage == ShaderStage.Fragment)
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{
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// TODO: check if it's needed
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context.AppendLine("float4 position [[position]];");
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}
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foreach (var ioDefinition in inputs.OrderBy(x => x.Location))
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{
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string type = GetVarTypeName(context, context.Definitions.GetUserDefinedType(ioDefinition.Location, isOutput: false));
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string name = $"{DefaultNames.IAttributePrefix}{ioDefinition.Location}";
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string suffix = context.Definitions.Stage switch
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string type = ioDefinition.IoVariable switch
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{
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ShaderStage.Vertex => $" [[attribute({ioDefinition.Location})]]",
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ShaderStage.Fragment => $" [[user(loc{ioDefinition.Location})]]",
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IoVariable.Position => "float4",
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IoVariable.GlobalId => "uint3",
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IoVariable.VertexId => "uint",
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IoVariable.VertexIndex => "uint",
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_ => GetVarTypeName(context, context.Definitions.GetUserDefinedType(ioDefinition.Location, isOutput: false))
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};
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string name = ioDefinition.IoVariable switch
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{
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IoVariable.Position => "position",
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IoVariable.GlobalId => "global_id",
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IoVariable.VertexId => "vertex_id",
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IoVariable.VertexIndex => "vertex_index",
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_ => $"{DefaultNames.IAttributePrefix}{ioDefinition.Location}"
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};
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string suffix = ioDefinition.IoVariable switch
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{
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IoVariable.Position => "[[position]]",
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IoVariable.GlobalId => "[[thread_position_in_grid]]",
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IoVariable.VertexId => "[[vertex_id]]",
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// TODO: Avoid potential redeclaration
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IoVariable.VertexIndex => "[[vertex_id]]",
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IoVariable.UserDefined => context.Definitions.Stage == ShaderStage.Fragment ? $"[[user(loc{ioDefinition.Location})]]" : $"[[attribute({ioDefinition.Location})]]",
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_ => ""
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};
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context.AppendLine($"{type} {name}{suffix};");
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context.AppendLine($"{type} {name} {suffix};");
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}
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context.LeaveScope(";");
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@ -212,14 +224,14 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Msl
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};
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string suffix = ioDefinition.IoVariable switch
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{
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IoVariable.Position => " [[position]]",
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IoVariable.PointSize => " [[point_size]]",
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IoVariable.UserDefined => $" [[user(loc{ioDefinition.Location})]]",
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IoVariable.FragmentOutputColor => $" [[color({ioDefinition.Location})]]",
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IoVariable.Position => "[[position]]",
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IoVariable.PointSize => "[[point_size]]",
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IoVariable.UserDefined => $"[[user(loc{ioDefinition.Location})]]",
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IoVariable.FragmentOutputColor => $"[[color({ioDefinition.Location})]]",
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_ => ""
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};
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context.AppendLine($"{type} {name}{suffix};");
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context.AppendLine($"{type} {name} {suffix};");
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}
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context.LeaveScope(";");
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@ -1,3 +1,4 @@
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using Ryujinx.Common.Logging;
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using Ryujinx.Graphics.Shader.IntermediateRepresentation;
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using Ryujinx.Graphics.Shader.Translation;
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using System.Globalization;
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@ -14,7 +15,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Msl.Instructions
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bool isOutput,
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bool isPerPatch)
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{
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return ioVariable switch
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var returnValue = ioVariable switch
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{
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IoVariable.BaseInstance => ("base_instance", AggregateType.S32),
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IoVariable.BaseVertex => ("base_vertex", AggregateType.S32),
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@ -29,10 +30,20 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Msl.Instructions
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IoVariable.PrimitiveId => ("primitive_id", AggregateType.S32),
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IoVariable.UserDefined => GetUserDefinedVariableName(definitions, location, component, isOutput, isPerPatch),
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IoVariable.VertexId => ("vertex_id", AggregateType.S32),
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IoVariable.GlobalId => ("global_id", AggregateType.Vector3 | AggregateType.U32),
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// gl_VertexIndex does not have a direct equivalent in MSL
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IoVariable.VertexIndex => ("vertex_index", AggregateType.U32),
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IoVariable.ViewportIndex => ("viewport_array_index", AggregateType.S32),
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IoVariable.FragmentCoord => ("in.position", AggregateType.Vector4 | AggregateType.FP32),
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IoVariable.FragmentCoord => ("position", AggregateType.Vector4 | AggregateType.FP32),
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_ => (null, AggregateType.Invalid),
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};
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if (returnValue.Item2 == AggregateType.Invalid)
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{
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Logger.Warning?.PrintMsg(LogClass.Gpu, $"Unable to find type for IoVariable {ioVariable}!");
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}
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return returnValue;
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}
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private static (string, AggregateType) GetUserDefinedVariableName(ShaderDefinitions definitions, int location, int component, bool isOutput, bool isPerPatch)
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