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:
Evan Husted
2025-02-22 21:26:46 -06:00
committed by GitHub
parent eb6b0e9adc
commit fe1617ffea
135 changed files with 302 additions and 15077 deletions

View File

@@ -1,132 +0,0 @@
using Ryujinx.Common.Memory;
using Ryujinx.Graphics.GAL;
using SharpMetal.Metal;
using System;
using System.Runtime.Versioning;
namespace Ryujinx.Graphics.Metal
{
[SupportedOSPlatform("macos")]
class TextureBuffer : TextureBase, ITexture
{
private MTLTextureDescriptor _descriptor;
private BufferHandle _bufferHandle;
private int _offset;
private int _size;
private int _bufferCount;
private Auto<DisposableBuffer> _buffer;
public TextureBuffer(MTLDevice device, MetalRenderer renderer, Pipeline pipeline, TextureCreateInfo info) : base(device, renderer, pipeline, info)
{
MTLPixelFormat pixelFormat = FormatTable.GetFormat(Info.Format);
_descriptor = new MTLTextureDescriptor
{
PixelFormat = pixelFormat,
Usage = MTLTextureUsage.Unknown,
TextureType = MTLTextureType.TextureBuffer,
Width = (ulong)Info.Width,
Height = (ulong)Info.Height,
};
MtlFormat = pixelFormat;
}
public void RebuildStorage(bool write)
{
if (MtlTexture != IntPtr.Zero)
{
MtlTexture.Dispose();
}
if (_buffer == null)
{
MtlTexture = default;
}
else
{
DisposableBuffer buffer = _buffer.Get(Pipeline.Cbs, _offset, _size, write);
_descriptor.Width = (uint)(_size / Info.BytesPerPixel);
MtlTexture = buffer.Value.NewTexture(_descriptor, (ulong)_offset, (ulong)_size);
}
}
public void CopyTo(ITexture destination, int firstLayer, int firstLevel)
{
throw new NotSupportedException();
}
public void CopyTo(ITexture destination, int srcLayer, int dstLayer, int srcLevel, int dstLevel)
{
throw new NotSupportedException();
}
public void CopyTo(ITexture destination, Extents2D srcRegion, Extents2D dstRegion, bool linearFilter)
{
throw new NotSupportedException();
}
public ITexture CreateView(TextureCreateInfo info, int firstLayer, int firstLevel)
{
throw new NotSupportedException();
}
public PinnedSpan<byte> GetData()
{
return Renderer.GetBufferData(_bufferHandle, _offset, _size);
}
public PinnedSpan<byte> GetData(int layer, int level)
{
return GetData();
}
public void CopyTo(BufferRange range, int layer, int level, int stride)
{
throw new NotImplementedException();
}
public void SetData(MemoryOwner<byte> data)
{
Renderer.SetBufferData(_bufferHandle, _offset, data.Memory.Span);
data.Dispose();
}
public void SetData(MemoryOwner<byte> data, int layer, int level)
{
throw new NotSupportedException();
}
public void SetData(MemoryOwner<byte> data, int layer, int level, Rectangle<int> region)
{
throw new NotSupportedException();
}
public void SetStorage(BufferRange buffer)
{
if (_bufferHandle == buffer.Handle &&
_offset == buffer.Offset &&
_size == buffer.Size &&
_bufferCount == Renderer.BufferManager.BufferCount)
{
return;
}
_bufferHandle = buffer.Handle;
_offset = buffer.Offset;
_size = buffer.Size;
_bufferCount = Renderer.BufferManager.BufferCount;
_buffer = Renderer.BufferManager.GetBuffer(_bufferHandle, false);
}
public override void Release()
{
_descriptor.Dispose();
base.Release();
}
}
}