RyuKen/Ryujinx.Graphics.Shader/StructuredIr/AstOperation.cs
gdkchan 9dfe81770a
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>
2022-12-29 16:09:34 +01:00

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C#

using Ryujinx.Graphics.Shader.IntermediateRepresentation;
using Ryujinx.Graphics.Shader.Translation;
using System.Numerics;
using static Ryujinx.Graphics.Shader.StructuredIr.AstHelper;
namespace Ryujinx.Graphics.Shader.StructuredIr
{
class AstOperation : AstNode
{
public Instruction Inst { get; }
public int Index { get; }
private IAstNode[] _sources;
public int SourcesCount => _sources.Length;
public AstOperation(Instruction inst, IAstNode[] sources, int sourcesCount)
{
Inst = inst;
_sources = sources;
for (int index = 0; index < sources.Length; index++)
{
if (index < sourcesCount)
{
AddUse(sources[index], this);
}
else
{
AddDef(sources[index], this);
}
}
Index = 0;
}
public AstOperation(Instruction inst, int index, IAstNode[] sources, int sourcesCount) : this(inst, sources, sourcesCount)
{
Index = index;
}
public AstOperation(Instruction inst, params IAstNode[] sources) : this(inst, sources, sources.Length)
{
}
public IAstNode GetSource(int index)
{
return _sources[index];
}
public void SetSource(int index, IAstNode source)
{
RemoveUse(_sources[index], this);
AddUse(source, this);
_sources[index] = source;
}
public AggregateType GetVectorType(AggregateType scalarType)
{
int componentsCount = BitOperations.PopCount((uint)Index);
AggregateType type = scalarType;
switch (componentsCount)
{
case 2: type |= AggregateType.Vector2; break;
case 3: type |= AggregateType.Vector3; break;
case 4: type |= AggregateType.Vector4; break;
}
return type;
}
}
}