9dfe81770a
* 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>
32 lines
1.1 KiB
C#
32 lines
1.1 KiB
C#
using Ryujinx.Graphics.Shader.IntermediateRepresentation;
|
|
using Ryujinx.Graphics.Shader.StructuredIr;
|
|
|
|
using static Ryujinx.Graphics.Shader.CodeGen.Glsl.Instructions.InstGenHelper;
|
|
using static Ryujinx.Graphics.Shader.StructuredIr.InstructionInfo;
|
|
|
|
namespace Ryujinx.Graphics.Shader.CodeGen.Glsl.Instructions
|
|
{
|
|
static class InstGenVector
|
|
{
|
|
public static string VectorExtract(CodeGenContext context, AstOperation operation)
|
|
{
|
|
IAstNode vector = operation.GetSource(0);
|
|
IAstNode index = operation.GetSource(1);
|
|
|
|
string vectorExpr = GetSoureExpr(context, vector, OperandManager.GetNodeDestType(context, vector));
|
|
|
|
if (index is AstOperand indexOperand && indexOperand.Type == OperandType.Constant)
|
|
{
|
|
char elem = "xyzw"[indexOperand.Value];
|
|
|
|
return $"{vectorExpr}.{elem}";
|
|
}
|
|
else
|
|
{
|
|
string indexExpr = GetSoureExpr(context, index, GetSrcVarType(operation.Inst, 1));
|
|
|
|
return $"{vectorExpr}[{indexExpr}]";
|
|
}
|
|
}
|
|
}
|
|
} |