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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GPG key ID: 4AEE18F83AFDEB23
37 changed files with 1100 additions and 747 deletions

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@ -1,3 +1,4 @@
using Ryujinx.Graphics.Shader.Translation;
using System.Collections.Generic;
namespace Ryujinx.Graphics.Shader.StructuredIr
@ -8,19 +9,19 @@ namespace Ryujinx.Graphics.Shader.StructuredIr
public string Name { get; }
public VariableType ReturnType { get; }
public AggregateType ReturnType { get; }
public VariableType[] InArguments { get; }
public VariableType[] OutArguments { get; }
public AggregateType[] InArguments { get; }
public AggregateType[] OutArguments { get; }
public HashSet<AstOperand> Locals { get; }
public StructuredFunction(
AstBlock mainBlock,
string name,
VariableType returnType,
VariableType[] inArguments,
VariableType[] outArguments)
AggregateType returnType,
AggregateType[] inArguments,
AggregateType[] outArguments)
{
MainBlock = mainBlock;
Name = name;
@ -31,7 +32,7 @@ namespace Ryujinx.Graphics.Shader.StructuredIr
Locals = new HashSet<AstOperand>();
}
public VariableType GetArgumentType(int index)
public AggregateType GetArgumentType(int index)
{
return index >= InArguments.Length
? OutArguments[index - InArguments.Length]