Fix fragment shaders (and fuck everything up)
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parent
2890fc1069
commit
511db833db
4 changed files with 21 additions and 6 deletions
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@ -67,6 +67,10 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Msl
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{
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context.AppendLine("VertexOutput out;");
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}
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else if (stage == ShaderStage.Fragment)
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{
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context.AppendLine("FragmentOutput out;");
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}
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foreach (AstOperand decl in function.Locals)
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{
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@ -133,8 +137,9 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Msl
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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 == ShaderStage.Vertex ? $" [[attribute({ioDefinition.Location})]]" : "";
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context.AppendLine($"{type} {name} [[attribute({ioDefinition.Location})]];");
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context.AppendLine($"{type} {name}{suffix};");
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}
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context.LeaveScope(";");
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@ -173,9 +178,17 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Msl
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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: true));
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string name = $"{DefaultNames.OAttributePrefix}{ioDefinition.Location}";
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name = ioDefinition.IoVariable == IoVariable.Position ? "position" : name;
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string suffix = ioDefinition.IoVariable == IoVariable.Position ? " [[position]]" : "";
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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.FragmentOutputColor => "color",
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_ => $"{DefaultNames.OAttributePrefix}{ioDefinition.Location}"
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};
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string suffix = ioDefinition.IoVariable switch
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{
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IoVariable.Position => " [[position]]",
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_ => ""
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};
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context.AppendLine($"{type} {name}{suffix};");
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}
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