Fix inline functions in compute stage

Fix regression
This commit is contained in:
Isaac Marovitz 2024-06-21 11:00:35 +01:00
commit bd686b626c
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GPG key ID: 97250B2B09A132E1
3 changed files with 24 additions and 8 deletions

View file

@ -9,7 +9,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Msl
public const string Tab = " ";
// The number of additional arguments that every function (except for the main one) must have (for instance support_buffer)
public const int AdditionalArgCount = 2;
public const int AdditionalArgCount = 1;
public StructuredFunction CurrentFunction { get; set; }

View file

@ -13,13 +13,22 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Msl.Instructions
var functon = context.GetFunction(funcId.Value);
int argCount = operation.SourcesCount - 1;
string[] args = new string[argCount + CodeGenContext.AdditionalArgCount];
int additionalArgCount = CodeGenContext.AdditionalArgCount + (context.Definitions.Stage != ShaderStage.Compute ? 1 : 0);
string[] args = new string[argCount + additionalArgCount];
// Additional arguments
args[0] = "in";
args[1] = "support_buffer";
if (context.Definitions.Stage != ShaderStage.Compute)
{
args[0] = "in";
args[1] = "support_buffer";
}
else
{
args[0] = "support_buffer";
}
int argIndex = CodeGenContext.AdditionalArgCount;
int argIndex = additionalArgCount;
for (int i = 0; i < argCount; i++)
{
args[argIndex++] = GetSourceExpr(context, operation.GetSource(i + 1), functon.GetArgumentType(i));

View file

@ -63,15 +63,22 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Msl
ShaderStage stage,
bool isMainFunc = false)
{
int additionalArgCount = isMainFunc ? 0 : CodeGenContext.AdditionalArgCount;
int additionalArgCount = isMainFunc ? 0 : CodeGenContext.AdditionalArgCount + (context.Definitions.Stage != ShaderStage.Compute ? 1 : 0);
string[] args = new string[additionalArgCount + function.InArguments.Length + function.OutArguments.Length];
// All non-main functions need to be able to access the support_buffer as well
if (!isMainFunc)
{
args[0] = "FragmentIn in";
args[1] = "constant Struct_support_buffer* support_buffer";
if (stage != ShaderStage.Compute)
{
args[0] = stage == ShaderStage.Vertex ? "VertexIn in" : "FragmentIn in";
args[1] = "constant Struct_support_buffer* support_buffer";
}
else
{
args[0] = "constant Struct_support_buffer* support_buffer";
}
}
int argIndex = additionalArgCount;