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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@ -1,5 +1,4 @@
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using Ryujinx.Graphics.Shader.StructuredIr;
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using Ryujinx.Graphics.Shader.Translation;
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using Ryujinx.Graphics.Shader.Translation;
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using System;
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using static Spv.Specification;
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@ -7,20 +6,6 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Spirv
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{
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static class EnumConversion
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{
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public static AggregateType Convert(this VariableType type)
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{
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return type switch
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{
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VariableType.None => AggregateType.Void,
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VariableType.Bool => AggregateType.Bool,
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VariableType.F32 => AggregateType.FP32,
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VariableType.F64 => AggregateType.FP64,
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VariableType.S32 => AggregateType.S32,
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VariableType.U32 => AggregateType.U32,
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_ => throw new ArgumentException($"Invalid variable type \"{type}\".")
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};
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}
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public static ExecutionModel Convert(this ShaderStage stage)
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{
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return stage switch
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