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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@ -80,9 +80,9 @@ namespace Ryujinx.Graphics.Shader.StructuredIr
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public void EnterFunction(
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int blocksCount,
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string name,
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VariableType returnType,
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VariableType[] inArguments,
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VariableType[] outArguments)
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AggregateType returnType,
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AggregateType[] inArguments,
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AggregateType[] outArguments)
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{
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_loopTails = new HashSet<BasicBlock>();
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@ -218,7 +218,7 @@ namespace Ryujinx.Graphics.Shader.StructuredIr
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return gotoTempAsg;
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}
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AstOperand gotoTemp = NewTemp(VariableType.Bool);
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AstOperand gotoTemp = NewTemp(AggregateType.Bool);
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gotoTempAsg = Assign(gotoTemp, Const(IrConsts.False));
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@ -306,7 +306,7 @@ namespace Ryujinx.Graphics.Shader.StructuredIr
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return _gotos.ToArray();
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}
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private AstOperand NewTemp(VariableType type)
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public AstOperand NewTemp(AggregateType type)
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{
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AstOperand newTemp = Local(type);
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