Bind Textures & Samplers

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Isaac Marovitz 2024-03-19 15:07:35 -04:00
parent 7febe159fe
commit 4b80b015fb
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1 changed files with 33 additions and 1 deletions

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@ -604,7 +604,39 @@ namespace Ryujinx.Graphics.Metal
public void SetTextureAndSampler(ShaderStage stage, int binding, ITexture texture, ISampler sampler)
{
Logger.Warning?.Print(LogClass.Gpu, "Not Implemented!");
if (texture is Texture tex)
{
if (sampler is Sampler samp)
{
MTLRenderCommandEncoder renderCommandEncoder;
MTLComputeCommandEncoder computeCommandEncoder;
var mtlTexture = tex.MTLTexture;
var mtlSampler = samp.GetSampler();
var index = (ulong)binding;
switch (stage)
{
case ShaderStage.Fragment:
renderCommandEncoder = GetOrCreateRenderEncoder();
renderCommandEncoder.SetFragmentTexture(mtlTexture, index);
renderCommandEncoder.SetFragmentSamplerState(mtlSampler, index);
break;
case ShaderStage.Vertex:
renderCommandEncoder = GetOrCreateRenderEncoder();
renderCommandEncoder.SetVertexTexture(mtlTexture, index);
renderCommandEncoder.SetVertexSamplerState(mtlSampler, index);
break;
case ShaderStage.Compute:
computeCommandEncoder = GetOrCreateComputeEncoder();
computeCommandEncoder.SetTexture(mtlTexture, index);
computeCommandEncoder.SetSamplerState(mtlSampler, index);
break;
default:
throw new ArgumentOutOfRangeException(nameof(stage), stage, "Unsupported shader stage!");
}
}
}
}
public void SetUniformBuffers(ReadOnlySpan<BufferAssignment> buffers)