mirror of
https://git.naxdy.org/Mirror/Ryujinx.git
synced 2025-03-26 00:30:18 +00:00
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
32 lines
1.1 KiB
C#
32 lines
1.1 KiB
C#
using Ryujinx.Graphics.Shader.IntermediateRepresentation;
|
|
using Ryujinx.Graphics.Shader.StructuredIr;
|
|
|
|
using static Ryujinx.Graphics.Shader.CodeGen.Msl.Instructions.InstGenHelper;
|
|
using static Ryujinx.Graphics.Shader.StructuredIr.InstructionInfo;
|
|
|
|
namespace Ryujinx.Graphics.Shader.CodeGen.Msl.Instructions
|
|
{
|
|
static class InstGenVector
|
|
{
|
|
public static string VectorExtract(CodeGenContext context, AstOperation operation)
|
|
{
|
|
IAstNode vector = operation.GetSource(0);
|
|
IAstNode index = operation.GetSource(1);
|
|
|
|
string vectorExpr = GetSourceExpr(context, vector, OperandManager.GetNodeDestType(context, vector));
|
|
|
|
if (index is AstOperand indexOperand && indexOperand.Type == OperandType.Constant)
|
|
{
|
|
char elem = "xyzw"[indexOperand.Value];
|
|
|
|
return $"{vectorExpr}.{elem}";
|
|
}
|
|
else
|
|
{
|
|
string indexExpr = GetSourceExpr(context, index, GetSrcVarType(operation.Inst, 1));
|
|
|
|
return $"{vectorExpr}[{indexExpr}]";
|
|
}
|
|
}
|
|
}
|
|
}
|