Ryujinx/src/Ryujinx.Graphics.Shader/CodeGen/Msl/Instructions/InstGenCall.cs
Isaac Marovitz b064d76a4f 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>
2024-09-28 19:03:01 -04:00

30 lines
997 B
C#

using Ryujinx.Graphics.Shader.StructuredIr;
using static Ryujinx.Graphics.Shader.CodeGen.Msl.Instructions.InstGenHelper;
namespace Ryujinx.Graphics.Shader.CodeGen.Msl.Instructions
{
static class InstGenCall
{
public static string Call(CodeGenContext context, AstOperation operation)
{
AstOperand funcId = (AstOperand)operation.GetSource(0);
var functon = context.GetFunction(funcId.Value);
int argCount = operation.SourcesCount - 1;
string[] args = new string[argCount + CodeGenContext.additionalArgCount];
// Additional arguments
args[0] = "support_buffer";
int argIndex = CodeGenContext.additionalArgCount;
for (int i = 0; i < argCount; i++)
{
args[argIndex++] = GetSourceExpr(context, operation.GetSource(i + 1), functon.GetArgumentType(i));
}
return $"{functon.Name}({string.Join(", ", args)})";
}
}
}