Ryujinx/src/Ryujinx.Graphics.Shader/CodeGen/Msl/Declarations.cs

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using Ryujinx.Graphics.Shader.StructuredIr;
using Ryujinx.Graphics.Shader.Translation;
using System;
namespace Ryujinx.Graphics.Shader.CodeGen.Msl
{
static class Declarations
{
public static void Declare(CodeGenContext context, StructuredProgramInfo info)
{
context.AppendLine("#include <metal_stdlib>");
context.AppendLine("#include <simd/simd.h>");
context.AppendLine();
context.AppendLine("using namespace metal;");
if ((info.HelperFunctionsMask & HelperFunctionsMask.SwizzleAdd) != 0)
{
}
}
public static void DeclareLocals(CodeGenContext context, StructuredFunction function)
{
foreach (AstOperand decl in function.Locals)
{
string name = context.OperandManager.DeclareLocal(decl);
context.AppendLine(GetVarTypeName(context, decl.VarType) + " " + name + ";");
}
}
public static string GetVarTypeName(CodeGenContext context, AggregateType type)
{
return type switch
{
AggregateType.Void => "void",
AggregateType.Bool => "bool",
AggregateType.FP32 => "float",
AggregateType.S32 => "int",
AggregateType.U32 => "uint",
AggregateType.Vector2 | AggregateType.Bool => "bool2",
AggregateType.Vector2 | AggregateType.FP32 => "float2",
AggregateType.Vector2 | AggregateType.S32 => "int2",
AggregateType.Vector2 | AggregateType.U32 => "uint2",
AggregateType.Vector3 | AggregateType.Bool => "bool3",
AggregateType.Vector3 | AggregateType.FP32 => "float3",
AggregateType.Vector3 | AggregateType.S32 => "int3",
AggregateType.Vector3 | AggregateType.U32 => "uint3",
AggregateType.Vector4 | AggregateType.Bool => "bool4",
AggregateType.Vector4 | AggregateType.FP32 => "float4",
AggregateType.Vector4 | AggregateType.S32 => "int4",
AggregateType.Vector4 | AggregateType.U32 => "uint4",
_ => throw new ArgumentException($"Invalid variable type \"{type}\"."),
};
}
}
}