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support fragment coord as an input to a shader
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2 changed files with 7 additions and 0 deletions
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@ -133,6 +133,12 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Msl
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context.EnterScope();
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context.EnterScope();
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if (context.Definitions.Stage == ShaderStage.Fragment)
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{
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// TODO: check if it's needed
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context.AppendLine("float4 position [[position]];");
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}
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foreach (var ioDefinition in inputs.OrderBy(x => x.Location))
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foreach (var ioDefinition in inputs.OrderBy(x => x.Location))
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{
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{
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string type = GetVarTypeName(context, context.Definitions.GetUserDefinedType(ioDefinition.Location, isOutput: false));
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string type = GetVarTypeName(context, context.Definitions.GetUserDefinedType(ioDefinition.Location, isOutput: false));
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@ -30,6 +30,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Msl.Instructions
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IoVariable.UserDefined => GetUserDefinedVariableName(definitions, location, component, isOutput, isPerPatch),
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IoVariable.UserDefined => GetUserDefinedVariableName(definitions, location, component, isOutput, isPerPatch),
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IoVariable.VertexId => ("vertex_id", AggregateType.S32),
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IoVariable.VertexId => ("vertex_id", AggregateType.S32),
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IoVariable.ViewportIndex => ("viewport_array_index", AggregateType.S32),
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IoVariable.ViewportIndex => ("viewport_array_index", AggregateType.S32),
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IoVariable.FragmentCoord => ("in.position", AggregateType.Vector4 | AggregateType.FP32),
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_ => (null, AggregateType.Invalid),
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_ => (null, AggregateType.Invalid),
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};
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};
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}
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}
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