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don't hardcode texture type
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parent
262452f586
commit
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2 changed files with 28 additions and 2 deletions
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@ -135,8 +135,8 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Msl
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foreach (var texture in context.Properties.Textures.Values)
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{
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// TODO: don't use always texture2d
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args = args.Append($"texture2d<float> tex_{texture.Name} [[texture({texture.Binding})]]").ToArray();
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var textureTypeName = texture.Type.ToMslTextureType();
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args = args.Append($"{textureTypeName} tex_{texture.Name} [[texture({texture.Binding})]]").ToArray();
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args = args.Append($"sampler samp_{texture.Name} [[sampler({texture.Binding})]]").ToArray();
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}
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}
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@ -155,5 +155,31 @@ namespace Ryujinx.Graphics.Shader
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return typeName;
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}
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public static string ToMslTextureType(this SamplerType type)
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{
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string typeName = (type & SamplerType.Mask) switch
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{
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SamplerType.None => "texture",
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SamplerType.Texture1D => "texture1d",
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SamplerType.TextureBuffer => "texturebuffer",
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SamplerType.Texture2D => "texture2d",
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SamplerType.Texture3D => "texture3d",
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SamplerType.TextureCube => "texturecube",
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_ => throw new ArgumentException($"Invalid sampler type \"{type}\"."),
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};
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if ((type & SamplerType.Multisample) != 0)
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{
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typeName += "_ms";
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}
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if ((type & SamplerType.Array) != 0)
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{
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typeName += "_array";
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}
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return typeName + "<float>";
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}
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}
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}
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