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Back to where we were
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
This commit is contained in:
committed by
Isaac Marovitz
parent
5198fcb881
commit
a1b314acd2
@@ -2,6 +2,8 @@ using Ryujinx.Graphics.Shader.IntermediateRepresentation;
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using Ryujinx.Graphics.Shader.StructuredIr;
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using Ryujinx.Graphics.Shader.Translation;
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using static Ryujinx.Graphics.Shader.CodeGen.Msl.TypeConversion;
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namespace Ryujinx.Graphics.Shader.CodeGen.Msl.Instructions
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{
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static class InstGenHelper
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@@ -140,9 +142,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Msl.Instructions
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public static string GetSourceExpr(CodeGenContext context, IAstNode node, AggregateType dstType)
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{
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// TODO: Implement this
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// return ReinterpretCast(context, node, OperandManager.GetNodeDestType(context, node), dstType);
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return "";
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return ReinterpretCast(context, node, OperandManager.GetNodeDestType(context, node), dstType);
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}
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public static string Enclose(string expr, IAstNode node, Instruction pInst, bool isLhs)
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