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Dont hardcode Vertex Format
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9ecaacc977
commit
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2 changed files with 31 additions and 3 deletions
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@ -596,8 +596,7 @@ namespace Ryujinx.Graphics.Metal
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for (int i = 0; i < attribDescriptors.Length; i++)
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{
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var attrib = vertexDescriptor.Attributes.Object((ulong)i);
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// TODO: Format should not be hardcoded
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attrib.Format = MTLVertexFormat.Float4;
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attrib.Format = attribDescriptors[i].Format.Convert();
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indexMask |= 1u << attribDescriptors[i].BufferIndex;
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attrib.BufferIndex = (ulong)attribDescriptors[i].BufferIndex;
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attrib.Offset = (ulong)attribDescriptors[i].Offset;
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@ -194,7 +194,36 @@ namespace Ryujinx.Graphics.Metal
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SwizzleComponent.Green => MTLTextureSwizzle.Green,
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SwizzleComponent.Blue => MTLTextureSwizzle.Blue,
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SwizzleComponent.Alpha => MTLTextureSwizzle.Alpha,
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_ => LogInvalidAndReturn(swizzleComponent, nameof(SwizzleComponent), MTLTextureSwizzle.Zero),
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_ => LogInvalidAndReturn(swizzleComponent, nameof(SwizzleComponent), MTLTextureSwizzle.Zero)
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};
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}
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public static MTLVertexFormat Convert(this Format format)
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{
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return format switch
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{
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Format.R16Float or Format.R32Float => MTLVertexFormat.Float,
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Format.R16G16Float or Format.R32G32Float => MTLVertexFormat.Float2,
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Format.R16G16B16Float or Format.R32G32B32Float or Format.R11G11B10Float => MTLVertexFormat.Float3,
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Format.R16G16B16A16Float or Format.R32G32B32A32Float => MTLVertexFormat.Float4,
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Format.R8Uint or Format.R16Uint or Format.R32Uint => MTLVertexFormat.UInt,
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Format.R8G8Uint or Format.R16G16Uint or Format.R32G32Uint => MTLVertexFormat.UInt2,
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Format.R8G8B8Uint or Format.R16G16B16Uint or Format.R32G32B32Uint => MTLVertexFormat.UInt3,
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Format.R8G8B8A8Uint or Format.R16G16B16A16Uint or Format.R32G32B32A32Uint or Format.R10G10B10A2Uint => MTLVertexFormat.UInt4,
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Format.R8Sint or Format.R16Sint or Format.R32Sint => MTLVertexFormat.Int,
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Format.R8G8Sint or Format.R16G16Sint or Format.R32G32Sint => MTLVertexFormat.Int2,
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Format.R8G8B8Sint or Format.R16G16B16Sint or Format.R32G32B32Sint => MTLVertexFormat.Int3,
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Format.R8G8B8A8Sint or Format.R16G16B16A16Sint or Format.R32G32B32A32Sint => MTLVertexFormat.Int4,
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Format.R8Unorm or Format.R16Unorm => MTLVertexFormat.UShortNormalized,
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Format.R8G8Unorm or Format.R16G16Unorm => MTLVertexFormat.UShort2Normalized,
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Format.R8G8B8Unorm or Format.R16G16B16Unorm => MTLVertexFormat.UShort3Normalized,
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Format.R8G8B8A8Unorm or Format.R16G16B16A16Unorm or Format.R10G10B10A2Unorm => MTLVertexFormat.UShort4Normalized,
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Format.R8Snorm or Format.R16Snorm => MTLVertexFormat.ShortNormalized,
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Format.R8G8Snorm or Format.R16G16Snorm => MTLVertexFormat.Short2Normalized,
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Format.R8G8B8Snorm or Format.R16G16B16Snorm => MTLVertexFormat.Short3Normalized,
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Format.R8G8B8A8Snorm or Format.R16G16B16A16Snorm or Format.R10G10B10A2Snorm => MTLVertexFormat.Short4Normalized,
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_ => LogInvalidAndReturn(format, nameof(Format), MTLVertexFormat.Float4)
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};
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}
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