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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@@ -1,5 +0,0 @@
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template<typename T>
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inline T findLSB(T x)
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{
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return select(ctz(x), T(-1), x == T(0));
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}
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@@ -1,5 +0,0 @@
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template<typename T>
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inline T findMSBS32(T x)
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{
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return select(clz(T(0)) - (clz(x) + T(1)), T(-1), x == T(0));
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}
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@@ -1,6 +0,0 @@
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template<typename T>
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inline T findMSBU32(T x)
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{
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T v = select(x, T(-1) - x, x < T(0));
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return select(clz(T(0)) - (clz(v) + T(1)), T(-1), v == T(0));
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}
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@@ -1,10 +0,0 @@
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namespace Ryujinx.Graphics.Shader.CodeGen.Msl
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{
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static class HelperFunctionNames
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{
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public static string FindLSB = "findLSB";
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public static string FindMSBS32 = "findMSBS32";
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public static string FindMSBU32 = "findMSBU32";
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public static string SwizzleAdd = "swizzleAdd";
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}
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}
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@@ -1,14 +0,0 @@
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template<typename T>
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[[clang::optnone]] T PreciseFAdd(T l, T r) {
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return fma(T(1), l, r);
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}
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template<typename T>
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[[clang::optnone]] T PreciseFSub(T l, T r) {
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return fma(T(-1), r, l);
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}
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template<typename T>
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[[clang::optnone]] T PreciseFMul(T l, T r) {
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return fma(l, r, T(0));
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}
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@@ -1,7 +0,0 @@
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float swizzleAdd(float x, float y, int mask, uint thread_index_in_simdgroup)
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{
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float4 xLut = float4(1.0, -1.0, 1.0, 0.0);
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float4 yLut = float4(1.0, 1.0, -1.0, 1.0);
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int lutIdx = (mask >> (int(thread_index_in_simdgroup & 3u) * 2)) & 3;
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return x * xLut[lutIdx] + y * yLut[lutIdx];
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}
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