mirror of
https://github.com/GreemDev/Ryujinx
synced 2024-12-12 03:00:00 +01:00
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>
50 lines
No EOL
1.2 KiB
C#
50 lines
No EOL
1.2 KiB
C#
using Ryujinx.Graphics.Shader.IntermediateRepresentation;
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using Ryujinx.Graphics.Shader.Translation;
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using System.Collections.Generic;
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namespace Ryujinx.Graphics.Shader.StructuredIr
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{
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class AstOperand : AstNode
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{
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public HashSet<IAstNode> Defs { get; }
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public HashSet<IAstNode> Uses { get; }
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public OperandType Type { get; }
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public AggregateType VarType { get; set; }
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public int Value { get; }
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public int CbufSlot { get; }
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public int CbufOffset { get; }
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private AstOperand()
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{
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Defs = new HashSet<IAstNode>();
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Uses = new HashSet<IAstNode>();
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VarType = AggregateType.S32;
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}
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public AstOperand(Operand operand) : this()
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{
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Type = operand.Type;
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if (Type == OperandType.ConstantBuffer)
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{
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CbufSlot = operand.GetCbufSlot();
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CbufOffset = operand.GetCbufOffset();
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}
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else
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{
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Value = operand.Value;
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}
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}
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public AstOperand(OperandType type, int value = 0) : this()
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{
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Type = type;
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Value = value;
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}
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}
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} |