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