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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37 changed files with 1100 additions and 747 deletions
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@ -62,18 +62,25 @@ namespace Ryujinx.Graphics.Shader.IntermediateRepresentation
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Inst = inst;
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Index = index;
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// The array may be modified externally, so we store a copy.
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_dests = (Operand[])dests.Clone();
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for (int dstIndex = 0; dstIndex < dests.Length; dstIndex++)
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if (dests != null)
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{
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Operand dest = dests[dstIndex];
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// The array may be modified externally, so we store a copy.
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_dests = (Operand[])dests.Clone();
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if (dest != null && dest.Type == OperandType.LocalVariable)
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for (int dstIndex = 0; dstIndex < dests.Length; dstIndex++)
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{
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dest.AsgOp = this;
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Operand dest = dests[dstIndex];
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if (dest != null && dest.Type == OperandType.LocalVariable)
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{
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dest.AsgOp = this;
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}
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}
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}
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else
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{
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_dests = Array.Empty<Operand>();
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}
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}
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public Operation(Instruction inst, Operand dest, params Operand[] sources) : this(sources)
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