Revert the Metal Experiment (#701)
Metal sounded like a good idea to get in the emulator but frankly I underestimated just how experimental and not ready it was. From my write up in the Discord: ``` As is, Metal supports only a few games. The games it does support freeze on first use of not playing them via Vulkan, because shader translation is broken. So you need to use a dirty hack to not delete all your shaders. Not to mention it breaks many games via MoltenVK because of changes to the shared GPU code. Merging Metal seemed like a great idea, because of the few games it does support. But I don't think it's worth it. Many of the games it breaks via MoltenVK *don't work via Metal*. Which effectively makes current Ryubing worse for Mac users than Ryujinx 1.1.1403. I think what I'm gonna do is revert Metal, and reopen it as a PR. That way, you can still take advantage of the Metal backend as is, but without making other games worse with no solution. ``` For what it's worth, the shader translation part could at least be "fixed" by always applying a 30ms delay for shader translation to Metal. That being said, that solution sucks ass. The MoltenVK regressions are even worse. I hope this is not a let down to the Mac users. I hope you realize I'm reverting this because you're actively getting a worse experience with it in the emulator.
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@@ -1,157 +0,0 @@
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namespace Ryujinx.Graphics.Metal
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{
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readonly struct BitMap
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{
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public const int IntSize = 64;
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private const int IntShift = 6;
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private const int IntMask = IntSize - 1;
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private readonly long[] _masks;
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public BitMap(int count)
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{
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_masks = new long[(count + IntMask) / IntSize];
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}
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public bool AnySet()
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{
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for (int i = 0; i < _masks.Length; i++)
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{
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if (_masks[i] != 0)
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{
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return true;
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}
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}
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return false;
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}
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public bool IsSet(int bit)
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{
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int wordIndex = bit >> IntShift;
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int wordBit = bit & IntMask;
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long wordMask = 1L << wordBit;
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return (_masks[wordIndex] & wordMask) != 0;
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}
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public bool IsSet(int start, int end)
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{
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if (start == end)
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{
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return IsSet(start);
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}
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int startIndex = start >> IntShift;
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int startBit = start & IntMask;
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long startMask = -1L << startBit;
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int endIndex = end >> IntShift;
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int endBit = end & IntMask;
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long endMask = (long)(ulong.MaxValue >> (IntMask - endBit));
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if (startIndex == endIndex)
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{
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return (_masks[startIndex] & startMask & endMask) != 0;
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}
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if ((_masks[startIndex] & startMask) != 0)
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{
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return true;
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}
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for (int i = startIndex + 1; i < endIndex; i++)
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{
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if (_masks[i] != 0)
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{
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return true;
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}
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}
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if ((_masks[endIndex] & endMask) != 0)
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{
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return true;
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}
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return false;
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}
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public bool Set(int bit)
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{
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int wordIndex = bit >> IntShift;
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int wordBit = bit & IntMask;
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long wordMask = 1L << wordBit;
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if ((_masks[wordIndex] & wordMask) != 0)
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{
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return false;
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}
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_masks[wordIndex] |= wordMask;
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return true;
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}
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public void SetRange(int start, int end)
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{
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if (start == end)
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{
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Set(start);
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return;
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}
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int startIndex = start >> IntShift;
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int startBit = start & IntMask;
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long startMask = -1L << startBit;
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int endIndex = end >> IntShift;
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int endBit = end & IntMask;
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long endMask = (long)(ulong.MaxValue >> (IntMask - endBit));
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if (startIndex == endIndex)
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{
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_masks[startIndex] |= startMask & endMask;
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}
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else
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{
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_masks[startIndex] |= startMask;
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for (int i = startIndex + 1; i < endIndex; i++)
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{
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_masks[i] |= -1;
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}
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_masks[endIndex] |= endMask;
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}
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}
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public void Clear(int bit)
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{
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int wordIndex = bit >> IntShift;
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int wordBit = bit & IntMask;
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long wordMask = 1L << wordBit;
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_masks[wordIndex] &= ~wordMask;
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}
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public void Clear()
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{
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for (int i = 0; i < _masks.Length; i++)
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{
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_masks[i] = 0;
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}
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}
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public void ClearInt(int start, int end)
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{
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for (int i = start; i <= end; i++)
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{
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_masks[i] = 0;
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}
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}
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}
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}
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