JinxRyu/Ryujinx.Graphics.Shader/StructuredIr/StructuredFunction.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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1.1 KiB
C#

using Ryujinx.Graphics.Shader.Translation;
using System.Collections.Generic;
namespace Ryujinx.Graphics.Shader.StructuredIr
{
class StructuredFunction
{
public AstBlock MainBlock { get; }
public string Name { get; }
public AggregateType ReturnType { get; }
public AggregateType[] InArguments { get; }
public AggregateType[] OutArguments { get; }
public HashSet<AstOperand> Locals { get; }
public StructuredFunction(
AstBlock mainBlock,
string name,
AggregateType returnType,
AggregateType[] inArguments,
AggregateType[] outArguments)
{
MainBlock = mainBlock;
Name = name;
ReturnType = returnType;
InArguments = inArguments;
OutArguments = outArguments;
Locals = new HashSet<AstOperand>();
}
public AggregateType GetArgumentType(int index)
{
return index >= InArguments.Length
? OutArguments[index - InArguments.Length]
: InArguments[index];
}
}
}