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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@ -1,11 +1,12 @@
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using Ryujinx.Graphics.Shader.IntermediateRepresentation;
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using Ryujinx.Graphics.Shader.Translation;
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using System;
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namespace Ryujinx.Graphics.Shader.StructuredIr
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{
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static class OperandInfo
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{
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public static VariableType GetVarType(AstOperand operand)
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public static AggregateType GetVarType(AstOperand operand)
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{
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if (operand.Type == OperandType.LocalVariable)
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{
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@ -17,16 +18,16 @@ namespace Ryujinx.Graphics.Shader.StructuredIr
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}
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}
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public static VariableType GetVarType(OperandType type)
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public static AggregateType GetVarType(OperandType type)
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{
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return type switch
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{
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OperandType.Argument => VariableType.S32,
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OperandType.Attribute => VariableType.F32,
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OperandType.AttributePerPatch => VariableType.F32,
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OperandType.Constant => VariableType.S32,
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OperandType.ConstantBuffer => VariableType.F32,
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OperandType.Undefined => VariableType.S32,
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OperandType.Argument => AggregateType.S32,
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OperandType.Attribute => AggregateType.FP32,
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OperandType.AttributePerPatch => AggregateType.FP32,
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OperandType.Constant => AggregateType.S32,
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OperandType.ConstantBuffer => AggregateType.FP32,
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OperandType.Undefined => AggregateType.S32,
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_ => throw new ArgumentException($"Invalid operand type \"{type}\".")
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};
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}
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