Files
Ryujinx-greemdev/src/Ryujinx.Graphics.Shader/SamplerType.cs
Evan Husted fe1617ffea 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.
2025-02-22 21:26:46 -06:00

160 lines
4.6 KiB
C#

using Ryujinx.Graphics.Shader.Translation;
using System;
namespace Ryujinx.Graphics.Shader
{
[Flags]
public enum SamplerType
{
None = 0,
Texture1D,
TextureBuffer,
Texture2D,
Texture3D,
TextureCube,
Mask = 0xff,
Array = 1 << 8,
Multisample = 1 << 9,
Shadow = 1 << 10,
}
static class SamplerTypeExtensions
{
public static int GetDimensions(this SamplerType type)
{
return (type & SamplerType.Mask) switch
{
SamplerType.Texture1D => 1,
SamplerType.TextureBuffer => 1,
SamplerType.Texture2D => 2,
SamplerType.Texture3D => 3,
SamplerType.TextureCube => 3,
_ => throw new ArgumentException($"Invalid sampler type \"{type}\"."),
};
}
public static string ToShortSamplerType(this SamplerType type)
{
string typeName = (type & SamplerType.Mask) switch
{
SamplerType.Texture1D => "1d",
SamplerType.TextureBuffer => "b",
SamplerType.Texture2D => "2d",
SamplerType.Texture3D => "3d",
SamplerType.TextureCube => "cube",
_ => throw new ArgumentException($"Invalid sampler type \"{type}\"."),
};
if ((type & SamplerType.Multisample) != 0)
{
typeName += "ms";
}
if ((type & SamplerType.Array) != 0)
{
typeName += "a";
}
if ((type & SamplerType.Shadow) != 0)
{
typeName += "s";
}
return typeName;
}
public static string ToGlslSamplerType(this SamplerType type)
{
string typeName = (type & SamplerType.Mask) switch
{
SamplerType.None => "sampler",
SamplerType.Texture1D => "sampler1D",
SamplerType.TextureBuffer => "samplerBuffer",
SamplerType.Texture2D => "sampler2D",
SamplerType.Texture3D => "sampler3D",
SamplerType.TextureCube => "samplerCube",
_ => throw new ArgumentException($"Invalid sampler type \"{type}\"."),
};
if ((type & SamplerType.Multisample) != 0)
{
typeName += "MS";
}
if ((type & SamplerType.Array) != 0)
{
typeName += "Array";
}
if ((type & SamplerType.Shadow) != 0)
{
typeName += "Shadow";
}
return typeName;
}
public static string ToGlslTextureType(this SamplerType type)
{
string typeName = (type & SamplerType.Mask) switch
{
SamplerType.Texture1D => "texture1D",
SamplerType.TextureBuffer => "textureBuffer",
SamplerType.Texture2D => "texture2D",
SamplerType.Texture3D => "texture3D",
SamplerType.TextureCube => "textureCube",
_ => throw new ArgumentException($"Invalid texture type \"{type}\"."),
};
if ((type & SamplerType.Multisample) != 0)
{
typeName += "MS";
}
if ((type & SamplerType.Array) != 0)
{
typeName += "Array";
}
return typeName;
}
public static string ToGlslImageType(this SamplerType type, AggregateType componentType)
{
string typeName = (type & SamplerType.Mask) switch
{
SamplerType.Texture1D => "image1D",
SamplerType.TextureBuffer => "imageBuffer",
SamplerType.Texture2D => "image2D",
SamplerType.Texture3D => "image3D",
SamplerType.TextureCube => "imageCube",
_ => throw new ArgumentException($"Invalid sampler type \"{type}\"."),
};
if ((type & SamplerType.Multisample) != 0)
{
typeName += "MS";
}
if ((type & SamplerType.Array) != 0)
{
typeName += "Array";
}
switch (componentType)
{
case AggregateType.U32:
typeName = 'u' + typeName;
break;
case AggregateType.S32:
typeName = 'i' + typeName;
break;
}
return typeName;
}
}
}