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