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Fix fragment shader bindings

This commit is contained in:
Isaac Marovitz 2024-03-19 21:04:31 -04:00 committed by Isaac Marovitz
parent 8dca53685a
commit 35cc208435
2 changed files with 9 additions and 3 deletions

View file

@ -123,7 +123,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Msl
context.AppendLine($"struct VertexIn"); context.AppendLine($"struct VertexIn");
break; break;
case ShaderStage.Fragment: case ShaderStage.Fragment:
context.AppendLine($"struct VertexOut"); context.AppendLine($"struct FragmentIn");
break; break;
case ShaderStage.Compute: case ShaderStage.Compute:
context.AppendLine($"struct ComputeIn"); context.AppendLine($"struct ComputeIn");
@ -136,7 +136,12 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Msl
{ {
string type = GetVarTypeName(context, context.Definitions.GetUserDefinedType(ioDefinition.Location, isOutput: false)); string type = GetVarTypeName(context, context.Definitions.GetUserDefinedType(ioDefinition.Location, isOutput: false));
string name = $"{DefaultNames.IAttributePrefix}{ioDefinition.Location}"; string name = $"{DefaultNames.IAttributePrefix}{ioDefinition.Location}";
string suffix = context.Definitions.Stage == ShaderStage.Vertex ? $" [[attribute({ioDefinition.Location})]]" : ""; string suffix = context.Definitions.Stage switch
{
ShaderStage.Vertex => $" [[attribute({ioDefinition.Location})]]",
ShaderStage.Fragment => $" [[user(loc{ioDefinition.Location})]]",
_ => ""
};
context.AppendLine($"{type} {name}{suffix};"); context.AppendLine($"{type} {name}{suffix};");
} }
@ -192,6 +197,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Msl
{ {
IoVariable.Position => " [[position]]", IoVariable.Position => " [[position]]",
IoVariable.PointSize => " [[point_size]]", IoVariable.PointSize => " [[point_size]]",
IoVariable.UserDefined => $" [[user(loc{ioDefinition.Location})]]",
IoVariable.FragmentOutputColor => $" [[color({ioDefinition.Location})]]", IoVariable.FragmentOutputColor => $" [[color({ioDefinition.Location})]]",
_ => "" _ => ""
}; };

View file

@ -106,7 +106,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Msl
} }
else if (stage == ShaderStage.Fragment) else if (stage == ShaderStage.Fragment)
{ {
args = args.Prepend("VertexOut in").ToArray(); args = args.Prepend("VertexOut in [[stage_in]]").ToArray();
} }
else if (stage == ShaderStage.Compute) else if (stage == ShaderStage.Compute)
{ {