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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@@ -1,60 +0,0 @@
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using Ryujinx.Graphics.Shader.StructuredIr;
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using static Ryujinx.Graphics.Shader.CodeGen.Msl.Instructions.InstGenHelper;
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namespace Ryujinx.Graphics.Shader.CodeGen.Msl.Instructions
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{
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static class InstGenCall
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{
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public static string Call(CodeGenContext context, AstOperation operation)
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{
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AstOperand funcId = (AstOperand)operation.GetSource(0);
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StructuredFunction function = context.GetFunction(funcId.Value);
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int argCount = operation.SourcesCount - 1;
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int additionalArgCount = CodeGenContext.AdditionalArgCount + (context.Definitions.Stage != ShaderStage.Compute ? 1 : 0);
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bool needsThreadIndex = false;
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// TODO: Replace this with a proper flag
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if (function.Name.Contains("Shuffle"))
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{
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needsThreadIndex = true;
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additionalArgCount++;
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}
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string[] args = new string[argCount + additionalArgCount];
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// Additional arguments
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if (context.Definitions.Stage != ShaderStage.Compute)
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{
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args[0] = "in";
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args[1] = "constant_buffers";
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args[2] = "storage_buffers";
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if (needsThreadIndex)
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{
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args[3] = "thread_index_in_simdgroup";
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}
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}
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else
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{
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args[0] = "constant_buffers";
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args[1] = "storage_buffers";
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if (needsThreadIndex)
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{
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args[2] = "thread_index_in_simdgroup";
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}
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}
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int argIndex = additionalArgCount;
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for (int i = 0; i < argCount; i++)
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{
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args[argIndex++] = GetSourceExpr(context, operation.GetSource(i + 1), function.GetArgumentType(i));
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}
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return $"{function.Name}({string.Join(", ", args)})";
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}
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}
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}
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