Fix some shader gen problems…

This commit is contained in:
Isaac Marovitz 2024-03-19 17:18:59 -04:00
parent 4560fe762b
commit a179c6111c
No known key found for this signature in database
GPG Key ID: 97250B2B09A132E1
3 changed files with 21 additions and 15 deletions

View File

@ -65,11 +65,11 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Msl
{
if (stage == ShaderStage.Vertex)
{
context.AppendLine("VertexOutput out;");
context.AppendLine("VertexOut out;");
}
else if (stage == ShaderStage.Fragment)
{
context.AppendLine("FragmentOutput out;");
context.AppendLine("FragmentOut out;");
}
foreach (AstOperand decl in function.Locals)
@ -120,17 +120,16 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Msl
switch (context.Definitions.Stage)
{
case ShaderStage.Vertex:
prefix = "Vertex";
context.AppendLine($"struct VertexIn");
break;
case ShaderStage.Fragment:
prefix = "Fragment";
context.AppendLine($"struct VertexOut");
break;
case ShaderStage.Compute:
prefix = "Compute";
context.AppendLine($"struct ComputeIn");
break;
}
context.AppendLine($"struct {prefix}In");
context.EnterScope();
foreach (var ioDefinition in inputs.OrderBy(x => x.Location))
@ -162,31 +161,38 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Msl
switch (context.Definitions.Stage)
{
case ShaderStage.Vertex:
prefix = "Vertex";
context.AppendLine($"struct VertexOut");
break;
case ShaderStage.Fragment:
prefix = "Fragment";
context.AppendLine($"struct FragmentOut");
break;
case ShaderStage.Compute:
prefix = "Compute";
context.AppendLine($"struct ComputeOut");
break;
}
context.AppendLine($"struct {prefix}Output");
context.EnterScope();
foreach (var ioDefinition in inputs.OrderBy(x => x.Location))
{
string type = GetVarTypeName(context, context.Definitions.GetUserDefinedType(ioDefinition.Location, isOutput: true));
string type = ioDefinition.IoVariable switch
{
IoVariable.Position => "float4",
IoVariable.PointSize => "float",
_ => GetVarTypeName(context, context.Definitions.GetUserDefinedType(ioDefinition.Location, isOutput: true))
};
string name = ioDefinition.IoVariable switch
{
IoVariable.Position => "position",
IoVariable.PointSize => "point_size",
IoVariable.FragmentOutputColor => "color",
_ => $"{DefaultNames.OAttributePrefix}{ioDefinition.Location}"
};
string suffix = ioDefinition.IoVariable switch
{
IoVariable.Position => " [[position]]",
IoVariable.PointSize => " [[point_size]]",
IoVariable.FragmentOutputColor => $" [[color({ioDefinition.Location})]]",
_ => ""
};

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@ -24,7 +24,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Msl.Instructions
IoVariable.FrontFacing => ("front_facing", AggregateType.Bool),
IoVariable.InstanceId => ("instance_id", AggregateType.S32),
IoVariable.PointCoord => ("point_coord", AggregateType.Vector2),
IoVariable.PointSize => ("point_size", AggregateType.FP32),
IoVariable.PointSize => ("out.point_size", AggregateType.FP32),
IoVariable.Position => ("out.position", AggregateType.Vector4 | AggregateType.FP32),
IoVariable.PrimitiveId => ("primitive_id", AggregateType.S32),
IoVariable.UserDefined => GetUserDefinedVariableName(definitions, location, component, isOutput, isPerPatch),

View File

@ -85,13 +85,13 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Msl
{
funcKeyword = "vertex";
funcName = "vertexMain";
returnType = "VertexOutput";
returnType = "VertexOut";
}
else if (stage == ShaderStage.Fragment)
{
funcKeyword = "fragment";
funcName = "fragmentMain";
returnType = "FragmentOutput";
returnType = "FragmentOut";
}
else if (stage == ShaderStage.Compute)
{
@ -106,7 +106,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Msl
}
else if (stage == ShaderStage.Fragment)
{
args = args.Prepend("FragmentIn in").ToArray();
args = args.Prepend("VertexOut in").ToArray();
}
else if (stage == ShaderStage.Compute)
{