mirror of
https://github.com/Ryujinx/Ryujinx.git
synced 2024-06-02 13:18:46 +02:00
3e6e0e4afa
* Add support for large sampler arrays on Vulkan * Shader cache version bump * Format whitespace * Move DescriptorSetManager to PipelineLayoutCacheEntry to allow different pool sizes per layout * Handle array textures with different types on the same buffer * Somewhat better caching system * Avoid useless buffer data modification checks * Move redundant bindings update checking to the backend * Fix an issue where texture arrays would get the same bindings across stages on Vulkan * Backport some fixes from part 2 * Fix typo * PR feedback * Format whitespace * Add some missing XML docs
30 lines
932 B
C#
30 lines
932 B
C#
using Ryujinx.Graphics.Shader.IntermediateRepresentation;
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using Ryujinx.Graphics.Shader.StructuredIr;
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using System.Diagnostics;
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using static Ryujinx.Graphics.Shader.CodeGen.Glsl.Instructions.InstGenHelper;
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namespace Ryujinx.Graphics.Shader.CodeGen.Glsl.Instructions
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{
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static class InstGenCall
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{
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public static string Call(CodeGenContext context, AstOperation operation)
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{
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AstOperand funcId = (AstOperand)operation.GetSource(0);
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Debug.Assert(funcId.Type == OperandType.Constant);
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var function = context.GetFunction(funcId.Value);
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string[] args = new string[operation.SourcesCount - 1];
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for (int i = 0; i < args.Length; i++)
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{
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args[i] = GetSourceExpr(context, operation.GetSource(i + 1), function.GetArgumentType(i));
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}
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return $"{function.Name}({string.Join(", ", args)})";
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}
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}
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}
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