mirror of
https://github.com/Ryujinx/Ryujinx.git
synced 2024-06-02 13:18:46 +02:00
3e6e0e4afa
* Add support for large sampler arrays on Vulkan * Shader cache version bump * Format whitespace * Move DescriptorSetManager to PipelineLayoutCacheEntry to allow different pool sizes per layout * Handle array textures with different types on the same buffer * Somewhat better caching system * Avoid useless buffer data modification checks * Move redundant bindings update checking to the backend * Fix an issue where texture arrays would get the same bindings across stages on Vulkan * Backport some fixes from part 2 * Fix typo * PR feedback * Format whitespace * Add some missing XML docs
33 lines
1.1 KiB
C#
33 lines
1.1 KiB
C#
using Ryujinx.Graphics.Shader.IntermediateRepresentation;
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using Ryujinx.Graphics.Shader.StructuredIr;
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using static Ryujinx.Graphics.Shader.CodeGen.Glsl.Instructions.InstGenHelper;
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using static Ryujinx.Graphics.Shader.StructuredIr.InstructionInfo;
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namespace Ryujinx.Graphics.Shader.CodeGen.Glsl.Instructions
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{
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static class InstGenVector
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{
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public static string VectorExtract(CodeGenContext context, AstOperation operation)
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{
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IAstNode vector = operation.GetSource(0);
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IAstNode index = operation.GetSource(1);
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string vectorExpr = GetSourceExpr(context, vector, OperandManager.GetNodeDestType(context, vector));
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if (index is AstOperand indexOperand && indexOperand.Type == OperandType.Constant)
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{
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char elem = "xyzw"[indexOperand.Value];
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return $"{vectorExpr}.{elem}";
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}
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else
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{
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string indexExpr = GetSourceExpr(context, index, GetSrcVarType(operation.Inst, 1));
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return $"{vectorExpr}[{indexExpr}]";
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}
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}
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}
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}
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