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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>
42 lines
No EOL
1.1 KiB
C#
42 lines
No EOL
1.1 KiB
C#
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 StructuredFunction
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{
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public AstBlock MainBlock { get; }
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public string Name { get; }
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public AggregateType ReturnType { get; }
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public AggregateType[] InArguments { get; }
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public AggregateType[] OutArguments { get; }
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public HashSet<AstOperand> Locals { get; }
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public StructuredFunction(
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AstBlock mainBlock,
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string name,
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AggregateType returnType,
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AggregateType[] inArguments,
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AggregateType[] outArguments)
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{
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MainBlock = mainBlock;
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Name = name;
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ReturnType = returnType;
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InArguments = inArguments;
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OutArguments = outArguments;
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Locals = new HashSet<AstOperand>();
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}
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public AggregateType GetArgumentType(int index)
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{
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return index >= InArguments.Length
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? OutArguments[index - InArguments.Length]
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: InArguments[index];
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}
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}
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} |