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* 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>
24 lines
862 B
C#
24 lines
862 B
C#
using Ryujinx.Graphics.Shader.Translation;
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using System;
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using static Spv.Specification;
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namespace Ryujinx.Graphics.Shader.CodeGen.Spirv
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{
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static class EnumConversion
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{
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public static ExecutionModel Convert(this ShaderStage stage)
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{
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return stage switch
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{
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ShaderStage.Compute => ExecutionModel.GLCompute,
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ShaderStage.Vertex => ExecutionModel.Vertex,
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ShaderStage.TessellationControl => ExecutionModel.TessellationControl,
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ShaderStage.TessellationEvaluation => ExecutionModel.TessellationEvaluation,
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ShaderStage.Geometry => ExecutionModel.Geometry,
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ShaderStage.Fragment => ExecutionModel.Fragment,
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_ => throw new ArgumentException($"Invalid shader stage \"{stage}\".")
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};
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}
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}
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}
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