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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
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10 changed files with 507 additions and 43 deletions
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@ -90,10 +90,25 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Msl
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funcKeyword = "fragment";
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funcName = "fragmentMain";
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}
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else if (stage == ShaderStage.Compute)
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{
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// TODO: Compute main
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}
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if (context.AttributeUsage.UsedInputAttributes != 0)
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{
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args = args.Prepend("VertexIn in [[stage_in]]").ToArray();
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if (stage == ShaderStage.Vertex)
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{
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args = args.Prepend("VertexIn in [[stage_in]]").ToArray();
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}
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else if (stage == ShaderStage.Fragment)
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{
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args = args.Prepend("FragmentIn in [[stage_in]]").ToArray();
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}
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else if (stage == ShaderStage.Compute)
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{
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// TODO: Compute input
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}
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}
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}
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