don't declare samplers for separate textures

This commit is contained in:
Samuliak 2024-05-16 16:24:13 +02:00 committed by Isaac Marovitz
parent 75781ba698
commit 73bb0712a8

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@ -137,9 +137,13 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Msl
{ {
var textureTypeName = texture.Type.ToMslTextureType(); var textureTypeName = texture.Type.ToMslTextureType();
args = args.Append($"{textureTypeName} tex_{texture.Name} [[texture({texture.Binding})]]").ToArray(); args = args.Append($"{textureTypeName} tex_{texture.Name} [[texture({texture.Binding})]]").ToArray();
// If the texture is not separate, we need to declare a sampler
if (!texture.Separate)
{
args = args.Append($"sampler samp_{texture.Name} [[sampler({texture.Binding})]]").ToArray(); args = args.Append($"sampler samp_{texture.Name} [[sampler({texture.Binding})]]").ToArray();
} }
} }
}
return $"{funcKeyword} {returnType} {funcName ?? function.Name}({string.Join(", ", args)})"; return $"{funcKeyword} {returnType} {funcName ?? function.Name}({string.Join(", ", args)})";
} }