using Ryujinx.Graphics.Shader.IntermediateRepresentation; using Ryujinx.Graphics.Shader.Translation; using System.Globalization; namespace Ryujinx.Graphics.Shader.CodeGen.Msl.Instructions { static class IoMap { public static (string, AggregateType) GetMslBuiltIn( ShaderDefinitions definitions, IoVariable ioVariable, int location, int component, bool isOutput, bool isPerPatch) { return ioVariable switch { IoVariable.BaseInstance => ("base_instance", AggregateType.S32), IoVariable.BaseVertex => ("base_vertex", AggregateType.S32), IoVariable.ClipDistance => ("clip_distance", AggregateType.Array | AggregateType.FP32), IoVariable.FragmentOutputColor => ("color", AggregateType.Vector2 | AggregateType.Vector3 | AggregateType.Vector4), IoVariable.FragmentOutputDepth => ("depth", AggregateType.FP32), IoVariable.FrontFacing => ("front_facing", AggregateType.Bool), IoVariable.InstanceId => ("instance_id", AggregateType.S32), IoVariable.PointCoord => ("point_coord", AggregateType.Vector2), IoVariable.PointSize => ("point_size", AggregateType.FP32), IoVariable.Position => ("position", AggregateType.Vector4 | AggregateType.FP32), IoVariable.PrimitiveId => ("primitive_id", AggregateType.S32), IoVariable.UserDefined => GetUserDefinedVariableName(definitions, location, component, isOutput, isPerPatch), IoVariable.VertexId => ("vertex_id", AggregateType.S32), IoVariable.ViewportIndex => ("viewport_array_index", AggregateType.S32), _ => (null, AggregateType.Invalid), }; } private static (string, AggregateType) GetUserDefinedVariableName(ShaderDefinitions definitions, int location, int component, bool isOutput, bool isPerPatch) { string name = isPerPatch ? DefaultNames.PerPatchAttributePrefix : (isOutput ? DefaultNames.OAttributePrefix : DefaultNames.IAttributePrefix); if (location < 0) { return (name, definitions.GetUserDefinedType(0, isOutput)); } name += location.ToString(CultureInfo.InvariantCulture); if (definitions.HasPerLocationInputOrOutputComponent(IoVariable.UserDefined, location, component, isOutput)) { name += "_" + "xyzw"[component & 3]; } string prefix = ""; switch (definitions.Stage) { case ShaderStage.Vertex: prefix = "Vertex"; break; case ShaderStage.Fragment: prefix = "Fragment"; break; case ShaderStage.Compute: prefix = "Compute"; break; } prefix += isOutput ? "Out" : "In"; return (prefix + "." + name, definitions.GetUserDefinedType(location, isOutput)); } } }