mirror of
https://github.com/Ryujinx/Ryujinx.git
synced 2024-12-29 22:46:00 +00:00
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>
74 lines
No EOL
2 KiB
C#
74 lines
No EOL
2 KiB
C#
using Ryujinx.Graphics.Shader.IntermediateRepresentation;
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using Ryujinx.Graphics.Shader.Translation;
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namespace Ryujinx.Graphics.Shader.StructuredIr
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{
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static class AstHelper
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{
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public static void AddUse(IAstNode node, IAstNode parent)
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{
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if (node is AstOperand operand && operand.Type == OperandType.LocalVariable)
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{
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operand.Uses.Add(parent);
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}
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}
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public static void AddDef(IAstNode node, IAstNode parent)
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{
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if (node is AstOperand operand && operand.Type == OperandType.LocalVariable)
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{
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operand.Defs.Add(parent);
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}
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}
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public static void RemoveUse(IAstNode node, IAstNode parent)
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{
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if (node is AstOperand operand && operand.Type == OperandType.LocalVariable)
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{
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operand.Uses.Remove(parent);
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}
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}
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public static void RemoveDef(IAstNode node, IAstNode parent)
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{
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if (node is AstOperand operand && operand.Type == OperandType.LocalVariable)
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{
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operand.Defs.Remove(parent);
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}
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}
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public static AstAssignment Assign(IAstNode destination, IAstNode source)
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{
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return new AstAssignment(destination, source);
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}
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public static AstOperand Const(int value)
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{
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return new AstOperand(OperandType.Constant, value);
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}
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public static AstOperand Local(AggregateType type)
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{
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AstOperand local = new AstOperand(OperandType.LocalVariable);
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local.VarType = type;
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return local;
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}
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public static IAstNode InverseCond(IAstNode cond)
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{
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return new AstOperation(Instruction.LogicalNot, cond);
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}
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public static IAstNode Next(IAstNode node)
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{
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return node.LLNode.Next?.Value;
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}
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public static IAstNode Previous(IAstNode node)
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{
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return node.LLNode.Previous?.Value;
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}
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}
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} |