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