JinxRyu/Ryujinx.Graphics.Shader/StructuredIr/AstOperand.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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1.2 KiB
C#

using Ryujinx.Graphics.Shader.IntermediateRepresentation;
using Ryujinx.Graphics.Shader.Translation;
using System.Collections.Generic;
namespace Ryujinx.Graphics.Shader.StructuredIr
{
class AstOperand : AstNode
{
public HashSet<IAstNode> Defs { get; }
public HashSet<IAstNode> Uses { get; }
public OperandType Type { get; }
public AggregateType VarType { get; set; }
public int Value { get; }
public int CbufSlot { get; }
public int CbufOffset { get; }
private AstOperand()
{
Defs = new HashSet<IAstNode>();
Uses = new HashSet<IAstNode>();
VarType = AggregateType.S32;
}
public AstOperand(Operand operand) : this()
{
Type = operand.Type;
if (Type == OperandType.ConstantBuffer)
{
CbufSlot = operand.GetCbufSlot();
CbufOffset = operand.GetCbufOffset();
}
else
{
Value = operand.Value;
}
}
public AstOperand(OperandType type, int value = 0) : this()
{
Type = type;
Value = value;
}
}
}