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>
69 lines
No EOL
1.9 KiB
C#
69 lines
No EOL
1.9 KiB
C#
namespace Ryujinx.Graphics.Shader.IntermediateRepresentation
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{
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class TextureOperation : Operation
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{
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public const int DefaultCbufSlot = -1;
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public SamplerType Type { get; set; }
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public TextureFormat Format { get; set; }
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public TextureFlags Flags { get; private set; }
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public int CbufSlot { get; private set; }
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public int Handle { get; private set; }
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public TextureOperation(
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Instruction inst,
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SamplerType type,
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TextureFormat format,
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TextureFlags flags,
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int cbufSlot,
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int handle,
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int compIndex,
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Operand[] dests,
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Operand[] sources) : base(inst, compIndex, dests, sources)
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{
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Type = type;
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Format = format;
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Flags = flags;
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CbufSlot = cbufSlot;
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Handle = handle;
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}
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public TextureOperation(
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Instruction inst,
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SamplerType type,
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TextureFormat format,
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TextureFlags flags,
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int handle,
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int compIndex,
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Operand[] dests,
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Operand[] sources) : this(inst, type, format, flags, DefaultCbufSlot, handle, compIndex, dests, sources)
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{
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}
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public void TurnIntoIndexed(int handle)
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{
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Type |= SamplerType.Indexed;
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Flags &= ~TextureFlags.Bindless;
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Handle = handle;
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}
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public void SetHandle(int handle, int cbufSlot = DefaultCbufSlot)
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{
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if ((Flags & TextureFlags.Bindless) != 0)
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{
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Flags &= ~TextureFlags.Bindless;
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RemoveSource(0);
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}
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CbufSlot = cbufSlot;
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Handle = handle;
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}
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public void SetLodLevelFlag()
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{
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Flags |= TextureFlags.LodLevel;
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}
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}
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} |