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Bind Textures & Samplers
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@ -604,7 +604,39 @@ namespace Ryujinx.Graphics.Metal
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public void SetTextureAndSampler(ShaderStage stage, int binding, ITexture texture, ISampler sampler)
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{
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Logger.Warning?.Print(LogClass.Gpu, "Not Implemented!");
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if (texture is Texture tex)
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{
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if (sampler is Sampler samp)
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{
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MTLRenderCommandEncoder renderCommandEncoder;
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MTLComputeCommandEncoder computeCommandEncoder;
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var mtlTexture = tex.MTLTexture;
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var mtlSampler = samp.GetSampler();
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var index = (ulong)binding;
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switch (stage)
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{
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case ShaderStage.Fragment:
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renderCommandEncoder = GetOrCreateRenderEncoder();
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renderCommandEncoder.SetFragmentTexture(mtlTexture, index);
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renderCommandEncoder.SetFragmentSamplerState(mtlSampler, index);
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break;
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case ShaderStage.Vertex:
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renderCommandEncoder = GetOrCreateRenderEncoder();
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renderCommandEncoder.SetVertexTexture(mtlTexture, index);
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renderCommandEncoder.SetVertexSamplerState(mtlSampler, index);
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break;
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case ShaderStage.Compute:
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computeCommandEncoder = GetOrCreateComputeEncoder();
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computeCommandEncoder.SetTexture(mtlTexture, index);
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computeCommandEncoder.SetSamplerState(mtlSampler, index);
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break;
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default:
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throw new ArgumentOutOfRangeException(nameof(stage), stage, "Unsupported shader stage!");
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}
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}
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}
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}
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public void SetUniformBuffers(ReadOnlySpan<BufferAssignment> buffers)
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