add: textures and samplers as shader arguments & fix: issue with casting
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6295153a28
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320c317113
4 changed files with 15 additions and 9 deletions
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@ -53,13 +53,13 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Msl.Instructions
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Add(Instruction.ConditionalSelect, InstType.OpTernary, "?:", 12);
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Add(Instruction.ConvertFP32ToFP64, 0); // MSL does not have a 64-bit FP
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Add(Instruction.ConvertFP64ToFP32, 0); // MSL does not have a 64-bit FP
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Add(Instruction.ConvertFP32ToS32, InstType.Cast, "int");
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Add(Instruction.ConvertFP32ToU32, InstType.Cast, "uint");
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Add(Instruction.ConvertFP32ToS32, InstType.CallUnary, "int");
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Add(Instruction.ConvertFP32ToU32, InstType.CallUnary, "uint");
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Add(Instruction.ConvertFP64ToS32, 0); // MSL does not have a 64-bit FP
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Add(Instruction.ConvertFP64ToU32, 0); // MSL does not have a 64-bit FP
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Add(Instruction.ConvertS32ToFP32, InstType.Cast, "float");
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Add(Instruction.ConvertS32ToFP32, InstType.CallUnary, "float");
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Add(Instruction.ConvertS32ToFP64, 0); // MSL does not have a 64-bit FP
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Add(Instruction.ConvertU32ToFP32, InstType.Cast, "float");
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Add(Instruction.ConvertU32ToFP32, InstType.CallUnary, "float");
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Add(Instruction.ConvertU32ToFP64, 0); // MSL does not have a 64-bit FP
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Add(Instruction.Cosine, InstType.CallUnary, "cos");
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Add(Instruction.Ddx, InstType.CallUnary, "dfdx");
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