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don't hardcode texture type

This commit is contained in:
Samuliak 2024-05-16 16:20:52 +02:00 committed by Isaac Marovitz
parent 262452f586
commit 75781ba698
2 changed files with 28 additions and 2 deletions

View file

@ -135,8 +135,8 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Msl
foreach (var texture in context.Properties.Textures.Values) foreach (var texture in context.Properties.Textures.Values)
{ {
// TODO: don't use always texture2d var textureTypeName = texture.Type.ToMslTextureType();
args = args.Append($"texture2d<float> tex_{texture.Name} [[texture({texture.Binding})]]").ToArray(); args = args.Append($"{textureTypeName} tex_{texture.Name} [[texture({texture.Binding})]]").ToArray();
args = args.Append($"sampler samp_{texture.Name} [[sampler({texture.Binding})]]").ToArray(); args = args.Append($"sampler samp_{texture.Name} [[sampler({texture.Binding})]]").ToArray();
} }
} }

View file

@ -155,5 +155,31 @@ namespace Ryujinx.Graphics.Shader
return typeName; return typeName;
} }
public static string ToMslTextureType(this SamplerType type)
{
string typeName = (type & SamplerType.Mask) switch
{
SamplerType.None => "texture",
SamplerType.Texture1D => "texture1d",
SamplerType.TextureBuffer => "texturebuffer",
SamplerType.Texture2D => "texture2d",
SamplerType.Texture3D => "texture3d",
SamplerType.TextureCube => "texturecube",
_ => throw new ArgumentException($"Invalid sampler type \"{type}\"."),
};
if ((type & SamplerType.Multisample) != 0)
{
typeName += "_ms";
}
if ((type & SamplerType.Array) != 0)
{
typeName += "_array";
}
return typeName + "<float>";
}
} }
} }