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don't declare samplers for separate textures
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1 changed files with 5 additions and 1 deletions
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@ -137,9 +137,13 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Msl
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{
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{
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var textureTypeName = texture.Type.ToMslTextureType();
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var textureTypeName = texture.Type.ToMslTextureType();
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args = args.Append($"{textureTypeName} tex_{texture.Name} [[texture({texture.Binding})]]").ToArray();
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args = args.Append($"{textureTypeName} tex_{texture.Name} [[texture({texture.Binding})]]").ToArray();
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// If the texture is not separate, we need to declare a sampler
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if (!texture.Separate)
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{
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args = args.Append($"sampler samp_{texture.Name} [[sampler({texture.Binding})]]").ToArray();
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args = args.Append($"sampler samp_{texture.Name} [[sampler({texture.Binding})]]").ToArray();
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}
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}
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}
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}
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}
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return $"{funcKeyword} {returnType} {funcName ?? function.Name}({string.Join(", ", args)})";
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return $"{funcKeyword} {returnType} {funcName ?? function.Name}({string.Join(", ", args)})";
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}
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}
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