Metal: Compute Shaders (#19)
* check for too bix texture bindings * implement lod query * print shader stage name * always have fragment input * resolve merge conflicts * fix: lod query * fix: casting texture coords * support non-array memories * use structure types for buffers * implement compute pipeline cache * compute dispatch * improve error message * rebind compute state * bind compute textures * pass local size as an argument to dispatch * implement texture buffers * hack: change vertex index to vertex id * pass support buffer as an argument to every function * return at the end of function * fix: certain missing compute bindings * implement texture base * improve texture binding system * remove useless exception * move texture handle to texture base * fix: segfault when using disposed textures --------- Co-authored-by: Samuliak <samuliak77@gmail.com> Co-authored-by: SamoZ256 <96914946+SamoZ256@users.noreply.github.com>
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@ -97,9 +97,12 @@ namespace Ryujinx.Graphics.Metal
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public ITexture CreateTexture(TextureCreateInfo info)
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{
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var texture = new Texture(_device, _pipeline, info);
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if (info.Target == Target.TextureBuffer)
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{
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return new TextureBuffer(_device, _pipeline, info);
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}
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return texture;
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return new Texture(_device, _pipeline, info);
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}
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public ITextureArray CreateTextureArray(int size, bool isBuffer)
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