Dual Source Blend Support in Shader

Fixes Super Mario Galaxy and The Legend of Zelda: Skyward Sword HD
This commit is contained in:
Isaac Marovitz 2024-07-29 00:51:53 +01:00
parent 2fdd352255
commit 13afe36f63
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GPG Key ID: 97250B2B09A132E1
1 changed files with 24 additions and 4 deletions

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@ -1,4 +1,5 @@
using Ryujinx.Common; using Ryujinx.Common;
using Ryujinx.Common.Logging;
using Ryujinx.Graphics.Shader.IntermediateRepresentation; using Ryujinx.Graphics.Shader.IntermediateRepresentation;
using Ryujinx.Graphics.Shader.StructuredIr; using Ryujinx.Graphics.Shader.StructuredIr;
using Ryujinx.Graphics.Shader.Translation; using Ryujinx.Graphics.Shader.Translation;
@ -308,7 +309,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Msl
{ {
if (context.Definitions.IaIndexing) if (context.Definitions.IaIndexing)
{ {
// Not handled Logger.Warning?.PrintMsg(LogClass.Gpu, "Unhandled IA Indexing!");
} }
else else
{ {
@ -390,9 +391,9 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Msl
private static void DeclareOutputAttributes(CodeGenContext context, IEnumerable<IoDefinition> outputs) private static void DeclareOutputAttributes(CodeGenContext context, IEnumerable<IoDefinition> outputs)
{ {
if (context.Definitions.IaIndexing) if (context.Definitions.OaIndexing)
{ {
// Not handled Logger.Warning?.PrintMsg(LogClass.Gpu, "Unhandled OA Indexing!");
} }
else else
{ {
@ -415,7 +416,26 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Msl
context.EnterScope(); context.EnterScope();
foreach (var ioDefinition in outputs.OrderBy(x => x.Location)) outputs = outputs.OrderBy(x => x.Location);
if (context.Definitions.Stage == ShaderStage.Fragment && context.Definitions.DualSourceBlend)
{
IoDefinition firstOutput = outputs.ElementAtOrDefault(0);
IoDefinition secondOutput = outputs.ElementAtOrDefault(1);
var type1 = GetVarTypeName(context.Definitions.GetFragmentOutputColorType(firstOutput.Location));
var type2 = GetVarTypeName(context.Definitions.GetFragmentOutputColorType(secondOutput.Location));
var name1 = $"color{firstOutput.Location}";
var name2 = $"color{firstOutput.Location + 1}";
context.AppendLine($"{type1} {name1} [[color({firstOutput.Location}), index(0)]];");
context.AppendLine($"{type2} {name2} [[color({firstOutput.Location}), index(1)]];");
outputs = outputs.Skip(2);
}
foreach (var ioDefinition in outputs)
{ {
string type = ioDefinition.IoVariable switch string type = ioDefinition.IoVariable switch
{ {