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 +1,6 @@
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using Ryujinx.Graphics.Shader.IntermediateRepresentation;
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using Ryujinx.Graphics.Shader.Translation;
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using System.Numerics;
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using static Ryujinx.Graphics.Shader.StructuredIr.AstHelper;
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@ -56,5 +58,21 @@ namespace Ryujinx.Graphics.Shader.StructuredIr
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_sources[index] = source;
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}
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public AggregateType GetVectorType(AggregateType scalarType)
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{
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int componentsCount = BitOperations.PopCount((uint)Index);
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AggregateType type = scalarType;
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switch (componentsCount)
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{
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case 2: type |= AggregateType.Vector2; break;
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case 3: type |= AggregateType.Vector3; break;
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case 4: type |= AggregateType.Vector4; break;
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}
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return type;
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}
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}
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}
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