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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
Evan Husted
parent
a3da70edc2
commit
c5522e3694
@@ -1,5 +1,6 @@
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using Ryujinx.Graphics.Shader.CodeGen;
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using Ryujinx.Graphics.Shader.CodeGen.Glsl;
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using Ryujinx.Graphics.Shader.CodeGen.Msl;
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using Ryujinx.Graphics.Shader.CodeGen.Spirv;
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using Ryujinx.Graphics.Shader.Decoders;
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using Ryujinx.Graphics.Shader.IntermediateRepresentation;
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@@ -373,6 +374,7 @@ namespace Ryujinx.Graphics.Shader.Translation
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{
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TargetLanguage.Glsl => new ShaderProgram(info, TargetLanguage.Glsl, GlslGenerator.Generate(sInfo, parameters)),
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TargetLanguage.Spirv => new ShaderProgram(info, TargetLanguage.Spirv, SpirvGenerator.Generate(sInfo, parameters)),
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TargetLanguage.Msl => new ShaderProgram(info, TargetLanguage.Msl, MslGenerator.Generate(sInfo, parameters)),
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_ => throw new NotImplementedException(Options.TargetLanguage.ToString()),
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};
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}
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