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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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@ -109,10 +109,10 @@ namespace Ryujinx.Graphics.Shader.Translation
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TextureFlags flags,
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int handle,
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int compIndex,
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Operand dest,
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Operand[] dests,
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params Operand[] sources)
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{
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return CreateTextureOperation(inst, type, TextureFormat.Unknown, flags, handle, compIndex, dest, sources);
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return CreateTextureOperation(inst, type, TextureFormat.Unknown, flags, handle, compIndex, dests, sources);
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}
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public TextureOperation CreateTextureOperation(
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@ -122,7 +122,7 @@ namespace Ryujinx.Graphics.Shader.Translation
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TextureFlags flags,
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int handle,
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int compIndex,
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Operand dest,
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Operand[] dests,
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params Operand[] sources)
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{
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if (!flags.HasFlag(TextureFlags.Bindless))
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@ -130,7 +130,7 @@ namespace Ryujinx.Graphics.Shader.Translation
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Config.SetUsedTexture(inst, type, format, flags, TextureOperation.DefaultCbufSlot, handle);
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}
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return new TextureOperation(inst, type, format, flags, handle, compIndex, dest, sources);
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return new TextureOperation(inst, type, format, flags, handle, compIndex, dests, sources);
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}
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public void FlagAttributeRead(int attribute)
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