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>
This commit is contained in:
parent
52c115a1f8
commit
9dfe81770a
37 changed files with 1100 additions and 747 deletions
|
@ -1,4 +1,5 @@
|
|||
using Ryujinx.Graphics.Shader.StructuredIr;
|
||||
using Ryujinx.Graphics.Shader.Translation;
|
||||
|
||||
using static Ryujinx.Graphics.Shader.CodeGen.Glsl.Instructions.InstGenHelper;
|
||||
using static Ryujinx.Graphics.Shader.StructuredIr.InstructionInfo;
|
||||
|
@ -9,7 +10,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl.Instructions
|
|||
{
|
||||
public static string Ballot(CodeGenContext context, AstOperation operation)
|
||||
{
|
||||
VariableType dstType = GetSrcVarType(operation.Inst, 0);
|
||||
AggregateType dstType = GetSrcVarType(operation.Inst, 0);
|
||||
|
||||
string arg = GetSoureExpr(context, operation.GetSource(0), dstType);
|
||||
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue