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:
gdkchan 2022-12-29 12:09:34 -03:00 committed by GitHub
parent 52c115a1f8
commit 9dfe81770a
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GPG key ID: 4AEE18F83AFDEB23
37 changed files with 1100 additions and 747 deletions

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@ -23,11 +23,11 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Spirv
DeclareParameters(context, function.OutArguments, function.InArguments.Length);
}
private static void DeclareParameters(CodeGenContext context, IEnumerable<VariableType> argTypes, int argIndex)
private static void DeclareParameters(CodeGenContext context, IEnumerable<AggregateType> argTypes, int argIndex)
{
foreach (var argType in argTypes)
{
var argPointerType = context.TypePointer(StorageClass.Function, context.GetType(argType.Convert()));
var argPointerType = context.TypePointer(StorageClass.Function, context.GetType(argType));
var spvArg = context.FunctionParameter(argPointerType);
context.DeclareArgument(argIndex++, spvArg);
@ -38,7 +38,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Spirv
{
foreach (AstOperand local in function.Locals)
{
var localPointerType = context.TypePointer(StorageClass.Function, context.GetType(local.VarType.Convert()));
var localPointerType = context.TypePointer(StorageClass.Function, context.GetType(local.VarType));
var spvLocal = context.Variable(localPointerType, StorageClass.Function);
context.AddLocalVariable(spvLocal);
@ -62,7 +62,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Spirv
for (int i = 0; i < function.InArguments.Length; i++)
{
var type = function.GetArgumentType(i).Convert();
var type = function.GetArgumentType(i);
var localPointerType = context.TypePointer(StorageClass.Function, context.GetType(type));
var spvLocal = context.Variable(localPointerType, StorageClass.Function);
@ -303,7 +303,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Spirv
var dim = GetDim(descriptor.Type);
var imageType = context.TypeImage(
context.GetType(meta.Format.GetComponentType().Convert()),
context.GetType(meta.Format.GetComponentType()),
dim,
descriptor.Type.HasFlag(SamplerType.Shadow),
descriptor.Type.HasFlag(SamplerType.Array),
@ -652,7 +652,14 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Spirv
if (components > 1)
{
attr &= ~0xf;
type = AggregateType.Vector | AggregateType.FP32;
type = components switch
{
2 => AggregateType.Vector2 | AggregateType.FP32,
3 => AggregateType.Vector3 | AggregateType.FP32,
4 => AggregateType.Vector4 | AggregateType.FP32,
_ => AggregateType.FP32
};
hasComponent = false;
}
}