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
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committed by
Isaac Marovitz
parent
5198fcb881
commit
a1b314acd2
@@ -0,0 +1,32 @@
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using Ryujinx.Graphics.Shader.IntermediateRepresentation;
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using Ryujinx.Graphics.Shader.StructuredIr;
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using static Ryujinx.Graphics.Shader.CodeGen.Msl.Instructions.InstGenHelper;
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using static Ryujinx.Graphics.Shader.StructuredIr.InstructionInfo;
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namespace Ryujinx.Graphics.Shader.CodeGen.Msl.Instructions
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{
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static class InstGenVector
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{
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public static string VectorExtract(CodeGenContext context, AstOperation operation)
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{
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IAstNode vector = operation.GetSource(0);
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IAstNode index = operation.GetSource(1);
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string vectorExpr = GetSourceExpr(context, vector, OperandManager.GetNodeDestType(context, vector));
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if (index is AstOperand indexOperand && indexOperand.Type == OperandType.Constant)
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{
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char elem = "xyzw"[indexOperand.Value];
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return $"{vectorExpr}.{elem}";
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}
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else
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{
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string indexExpr = GetSourceExpr(context, index, GetSrcVarType(operation.Inst, 1));
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return $"{vectorExpr}[{indexExpr}]";
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}
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}
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}
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}
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