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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37 changed files with 1100 additions and 747 deletions

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