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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@ -126,8 +126,8 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
}
else if (node is AstAssignment assignment)
{
VariableType srcType = OperandManager.GetNodeDestType(context, assignment.Source);
VariableType dstType = OperandManager.GetNodeDestType(context, assignment.Destination, isAsgDest: true);
AggregateType srcType = OperandManager.GetNodeDestType(context, assignment.Source);
AggregateType dstType = OperandManager.GetNodeDestType(context, assignment.Destination, isAsgDest: true);
string dest;
@ -158,9 +158,9 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
private static string GetCondExpr(CodeGenContext context, IAstNode cond)
{
VariableType srcType = OperandManager.GetNodeDestType(context, cond);
AggregateType srcType = OperandManager.GetNodeDestType(context, cond);
return ReinterpretCast(context, cond, srcType, VariableType.Bool);
return ReinterpretCast(context, cond, srcType, AggregateType.Bool);
}
}
}