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