Ryujinx/src/Ryujinx.Graphics.Shader/CodeGen/Glsl/Instructions/InstGenVector.cs
gdkchan 3e6e0e4afa
Add support for large sampler arrays on Vulkan (#6489)
* 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
2024-04-07 18:25:55 -03:00

33 lines
1.1 KiB
C#

using Ryujinx.Graphics.Shader.IntermediateRepresentation;
using Ryujinx.Graphics.Shader.StructuredIr;
using static Ryujinx.Graphics.Shader.CodeGen.Glsl.Instructions.InstGenHelper;
using static Ryujinx.Graphics.Shader.StructuredIr.InstructionInfo;
namespace Ryujinx.Graphics.Shader.CodeGen.Glsl.Instructions
{
static class InstGenVector
{
public static string VectorExtract(CodeGenContext context, AstOperation operation)
{
IAstNode vector = operation.GetSource(0);
IAstNode index = operation.GetSource(1);
string vectorExpr = GetSourceExpr(context, vector, OperandManager.GetNodeDestType(context, vector));
if (index is AstOperand indexOperand && indexOperand.Type == OperandType.Constant)
{
char elem = "xyzw"[indexOperand.Value];
return $"{vectorExpr}.{elem}";
}
else
{
string indexExpr = GetSourceExpr(context, index, GetSrcVarType(operation.Inst, 1));
return $"{vectorExpr}[{indexExpr}]";
}
}
}
}