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Implement IoVariable.FrontFacing
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2 changed files with 2 additions and 1 deletions
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@ -180,6 +180,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Msl
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{
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{
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// TODO: check if it's needed
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// TODO: check if it's needed
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context.AppendLine("float4 position [[position]];");
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context.AppendLine("float4 position [[position]];");
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context.AppendLine("bool front_facing [[front_facing]];");
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}
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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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@ -23,7 +23,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Msl.Instructions
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IoVariable.ClipDistance => ("clip_distance", AggregateType.Array | AggregateType.FP32),
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IoVariable.ClipDistance => ("clip_distance", AggregateType.Array | AggregateType.FP32),
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IoVariable.FragmentOutputColor => ($"out.color{location}", AggregateType.Vector4 | AggregateType.FP32),
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IoVariable.FragmentOutputColor => ($"out.color{location}", AggregateType.Vector4 | AggregateType.FP32),
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IoVariable.FragmentOutputDepth => ("out.depth", AggregateType.FP32),
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IoVariable.FragmentOutputDepth => ("out.depth", AggregateType.FP32),
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IoVariable.FrontFacing => ("front_facing", AggregateType.Bool),
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IoVariable.FrontFacing => ("in.front_facing", AggregateType.Bool),
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IoVariable.GlobalId => ("thread_position_in_grid", AggregateType.Vector3 | AggregateType.U32),
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IoVariable.GlobalId => ("thread_position_in_grid", AggregateType.Vector3 | AggregateType.U32),
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IoVariable.InstanceId => ("instance_id", AggregateType.S32),
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IoVariable.InstanceId => ("instance_id", AggregateType.S32),
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IoVariable.InvocationId => ("INVOCATION_ID", AggregateType.S32),
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IoVariable.InvocationId => ("INVOCATION_ID", AggregateType.S32),
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