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