Use vector outputs for texture operations (#3939)
* Change AggregateType to include vector type counts * Replace VariableType uses with AggregateType and delete VariableType * Support new local vector types on SPIR-V and GLSL * Start using vector outputs for texture operations * Use vectors on more texture operations * Use vector output for ImageLoad operations * Replace all uses of single destination texture constructors with multi destination ones * Update textureGatherOffsets replacement to split vector operations * Shader cache version bump Co-authored-by: Ac_K <Acoustik666@gmail.com>
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@ -350,19 +350,33 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
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}
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}
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public static string GetVarTypeName(VariableType type)
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public static string GetVarTypeName(AggregateType type, bool precise = true)
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{
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switch (type)
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return type switch
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{
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case VariableType.Bool: return "bool";
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case VariableType.F32: return "precise float";
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case VariableType.F64: return "double";
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case VariableType.None: return "void";
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case VariableType.S32: return "int";
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case VariableType.U32: return "uint";
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}
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throw new ArgumentException($"Invalid variable type \"{type}\".");
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AggregateType.Void => "void",
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AggregateType.Bool => "bool",
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AggregateType.FP32 => precise ? "precise float" : "float",
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AggregateType.FP64 => "double",
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AggregateType.S32 => "int",
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AggregateType.U32 => "uint",
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AggregateType.Vector2 | AggregateType.Bool => "bvec2",
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AggregateType.Vector2 | AggregateType.FP32 => precise ? "precise vec2" : "vec2",
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AggregateType.Vector2 | AggregateType.FP64 => "dvec2",
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AggregateType.Vector2 | AggregateType.S32 => "ivec2",
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AggregateType.Vector2 | AggregateType.U32 => "uvec2",
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AggregateType.Vector3 | AggregateType.Bool => "bvec3",
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AggregateType.Vector3 | AggregateType.FP32 => precise ? "precise vec3" : "vec3",
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AggregateType.Vector3 | AggregateType.FP64 => "dvec3",
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AggregateType.Vector3 | AggregateType.S32 => "ivec3",
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AggregateType.Vector3 | AggregateType.U32 => "uvec3",
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AggregateType.Vector4 | AggregateType.Bool => "bvec4",
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AggregateType.Vector4 | AggregateType.FP32 => precise ? "precise vec4" : "vec4",
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AggregateType.Vector4 | AggregateType.FP64 => "dvec4",
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AggregateType.Vector4 | AggregateType.S32 => "ivec4",
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AggregateType.Vector4 | AggregateType.U32 => "uvec4",
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_ => throw new ArgumentException($"Invalid variable type \"{type}\".")
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};
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}
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private static void DeclareUniforms(CodeGenContext context, BufferDescriptor[] descriptors)
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