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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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@ -1,4 +1,5 @@
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using Ryujinx.Graphics.Shader.StructuredIr;
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using Ryujinx.Graphics.Shader.Translation;
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using static Ryujinx.Graphics.Shader.CodeGen.Glsl.Instructions.InstGenHelper;
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using static Ryujinx.Graphics.Shader.StructuredIr.InstructionInfo;
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@ -9,7 +10,7 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl.Instructions
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{
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public static string Ballot(CodeGenContext context, AstOperation operation)
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{
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VariableType dstType = GetSrcVarType(operation.Inst, 0);
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AggregateType dstType = GetSrcVarType(operation.Inst, 0);
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string arg = GetSoureExpr(context, operation.GetSource(0), dstType);
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