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