Back to where we were

First special instruction

Start Load/Store implementation

Start TextureSample

Sample progress

I/O Load/Store Progress

Rest of load/store

TODO: Currently, the generator still assumes the GLSL style of I/O attributres. On MSL, the vertex function should output a struct which contains a float4 with the required position attribute.

TextureSize and VectorExtract

Fix UserDefined IO Vars

Fix stage input struct names
This commit is contained in:
Isaac Marovitz 2023-08-15 14:17:00 +01:00 committed by Isaac Marovitz
parent 5198fcb881
commit a1b314acd2
10 changed files with 507 additions and 43 deletions

View file

@ -2,6 +2,8 @@ using Ryujinx.Graphics.Shader.IntermediateRepresentation;
using Ryujinx.Graphics.Shader.StructuredIr;
using Ryujinx.Graphics.Shader.Translation;
using static Ryujinx.Graphics.Shader.CodeGen.Msl.TypeConversion;
namespace Ryujinx.Graphics.Shader.CodeGen.Msl.Instructions
{
static class InstGenHelper
@ -140,9 +142,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Msl.Instructions
public static string GetSourceExpr(CodeGenContext context, IAstNode node, AggregateType dstType)
{
// TODO: Implement this
// return ReinterpretCast(context, node, OperandManager.GetNodeDestType(context, node), dstType);
return "";
return ReinterpretCast(context, node, OperandManager.GetNodeDestType(context, node), dstType);
}
public static string Enclose(string expr, IAstNode node, Instruction pInst, bool isLhs)