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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@ -19,8 +19,8 @@ namespace Ryujinx.Graphics.Shader.IntermediateRepresentation
int cbufSlot,
int handle,
int compIndex,
Operand dest,
Operand[] sources) : base(inst, compIndex, dest, sources)
Operand[] dests,
Operand[] sources) : base(inst, compIndex, dests, sources)
{
Type = type;
Format = format;
@ -36,8 +36,8 @@ namespace Ryujinx.Graphics.Shader.IntermediateRepresentation
TextureFlags flags,
int handle,
int compIndex,
Operand dest,
Operand[] sources) : this(inst, type, format, flags, DefaultCbufSlot, handle, compIndex, dest, sources)
Operand[] dests,
Operand[] sources) : this(inst, type, format, flags, DefaultCbufSlot, handle, compIndex, dests, sources)
{
}