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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@ -1,4 +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 System;
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namespace Ryujinx.Graphics.Shader
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@ -66,7 +66,7 @@ namespace Ryujinx.Graphics.Shader
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return typeName;
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}
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public static string ToGlslImageType(this SamplerType type, VariableType componentType)
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public static string ToGlslImageType(this SamplerType type, AggregateType componentType)
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{
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string typeName = (type & SamplerType.Mask) switch
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{
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@ -90,8 +90,8 @@ namespace Ryujinx.Graphics.Shader
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switch (componentType)
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{
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case VariableType.U32: typeName = 'u' + typeName; break;
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case VariableType.S32: typeName = 'i' + typeName; break;
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case AggregateType.U32: typeName = 'u' + typeName; break;
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case AggregateType.S32: typeName = 'i' + typeName; break;
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}
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return typeName;
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