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.
This commit is contained in:
@@ -1,143 +0,0 @@
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using System;
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using System.Collections.Generic;
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using System.Runtime.CompilerServices;
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namespace Ryujinx.Graphics.Metal
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{
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interface IRefEquatable<T>
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{
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bool Equals(ref T other);
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}
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class HashTableSlim<TKey, TValue> where TKey : IRefEquatable<TKey>
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{
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private const int TotalBuckets = 16; // Must be power of 2
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private const int TotalBucketsMask = TotalBuckets - 1;
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private struct Entry
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{
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public int Hash;
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public TKey Key;
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public TValue Value;
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}
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private struct Bucket
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{
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public int Length;
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public Entry[] Entries;
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public readonly Span<Entry> AsSpan()
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{
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return Entries == null ? Span<Entry>.Empty : Entries.AsSpan(0, Length);
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}
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}
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private readonly Bucket[] _hashTable = new Bucket[TotalBuckets];
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public IEnumerable<TKey> Keys
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{
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get
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{
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foreach (Bucket bucket in _hashTable)
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{
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for (int i = 0; i < bucket.Length; i++)
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{
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yield return bucket.Entries[i].Key;
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}
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}
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}
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}
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public IEnumerable<TValue> Values
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{
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get
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{
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foreach (Bucket bucket in _hashTable)
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{
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for (int i = 0; i < bucket.Length; i++)
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{
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yield return bucket.Entries[i].Value;
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}
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}
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}
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}
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public void Add(ref TKey key, TValue value)
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{
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Entry entry = new()
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{
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Hash = key.GetHashCode(),
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Key = key,
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Value = value,
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};
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int hashCode = key.GetHashCode();
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int bucketIndex = hashCode & TotalBucketsMask;
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ref Bucket bucket = ref _hashTable[bucketIndex];
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if (bucket.Entries != null)
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{
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int index = bucket.Length;
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if (index >= bucket.Entries.Length)
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{
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Array.Resize(ref bucket.Entries, index + 1);
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}
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bucket.Entries[index] = entry;
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}
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else
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{
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bucket.Entries =
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[
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entry
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];
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}
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bucket.Length++;
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}
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public bool Remove(ref TKey key)
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{
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int hashCode = key.GetHashCode();
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ref Bucket bucket = ref _hashTable[hashCode & TotalBucketsMask];
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Span<Entry> entries = bucket.AsSpan();
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for (int i = 0; i < entries.Length; i++)
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{
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ref Entry entry = ref entries[i];
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if (entry.Hash == hashCode && entry.Key.Equals(ref key))
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{
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entries[(i + 1)..].CopyTo(entries[i..]);
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bucket.Length--;
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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 TryGetValue(ref TKey key, out TValue value)
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{
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int hashCode = key.GetHashCode();
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Span<Entry> entries = _hashTable[hashCode & TotalBucketsMask].AsSpan();
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for (int i = 0; i < entries.Length; i++)
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{
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ref Entry entry = ref entries[i];
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if (entry.Hash == hashCode && entry.Key.Equals(ref key))
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{
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value = entry.Value;
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return true;
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}
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}
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value = default;
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return false;
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}
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}
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}
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