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 +1,5 @@
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using Ryujinx.Graphics.Shader.IntermediateRepresentation;
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using Ryujinx.Graphics.Shader.Translation;
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using System.Collections.Generic;
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namespace Ryujinx.Graphics.Shader.StructuredIr
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@ -10,7 +11,7 @@ namespace Ryujinx.Graphics.Shader.StructuredIr
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public OperandType Type { get; }
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public VariableType VarType { get; set; }
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public AggregateType VarType { get; set; }
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public int Value { get; }
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@ -22,7 +23,7 @@ namespace Ryujinx.Graphics.Shader.StructuredIr
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Defs = new HashSet<IAstNode>();
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Uses = new HashSet<IAstNode>();
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VarType = VariableType.S32;
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VarType = AggregateType.S32;
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}
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public AstOperand(Operand operand) : this()
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