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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>
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@@ -63,9 +63,9 @@ namespace Ryujinx.Graphics.GAL.Multithreading
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_renderer.QueueCommand();
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}
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public void DispatchCompute(int groupsX, int groupsY, int groupsZ)
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public void DispatchCompute(int groupsX, int groupsY, int groupsZ, int groupSizeX, int groupSizeY, int groupSizeZ)
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{
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_renderer.New<DispatchComputeCommand>().Set(groupsX, groupsY, groupsZ);
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_renderer.New<DispatchComputeCommand>().Set(groupsX, groupsY, groupsZ, groupSizeX, groupSizeY, groupSizeZ);
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_renderer.QueueCommand();
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}
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