mirror of
https://git.ryujinx.app/ryubing/ryujinx.git
synced 2025-09-14 22:15:15 +00:00
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:
@@ -117,7 +117,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
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private static string GetDiskCachePath()
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{
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return GraphicsConfig.EnableShaderCache && GraphicsConfig.TitleId != null
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? Path.Combine(AppDataManager.GamesDirPath, GraphicsConfig.TitleId.ToLower(), "cache", "shader")
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? Path.Combine(AppDataManager.GamesDirPath, GraphicsConfig.TitleId, "cache", "shader")
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: null;
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}
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@@ -204,7 +204,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
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GpuChannelComputeState computeState,
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ulong gpuVa)
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{
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if (_cpPrograms.TryGetValue(gpuVa, out CachedShaderProgram cpShader) && IsShaderEqual(channel, poolState, computeState, cpShader, gpuVa))
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if (_cpPrograms.TryGetValue(gpuVa, out var cpShader) && IsShaderEqual(channel, poolState, computeState, cpShader, gpuVa))
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{
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return cpShader;
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}
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@@ -223,11 +223,8 @@ namespace Ryujinx.Graphics.Gpu.Shader
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TranslatorContext translatorContext = DecodeComputeShader(gpuAccessor, _context.Capabilities.Api, gpuVa);
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TranslatedShader translatedShader = TranslateShader(_dumper, channel, translatorContext, cachedGuestCode, asCompute: false);
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ShaderSource[] shaderSourcesArray = [CreateShaderSource(translatedShader.Program)];
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ShaderInfo info = ShaderInfoBuilder.BuildForCompute(
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_context,
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translatedShader.Program.Info,
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computeState.GetLocalSize());
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ShaderSource[] shaderSourcesArray = new ShaderSource[] { CreateShaderSource(translatedShader.Program) };
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ShaderInfo info = ShaderInfoBuilder.BuildForCompute(_context, translatedShader.Program.Info);
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IProgram hostProgram = _context.Renderer.CreateProgram(shaderSourcesArray, info);
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cpShader = new CachedShaderProgram(hostProgram, specState, translatedShader.Shader);
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@@ -254,8 +251,8 @@ namespace Ryujinx.Graphics.Gpu.Shader
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{
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channel.TextureManager.UpdateRenderTargets();
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RtControl rtControl = state.RtControl;
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TextureMsaaMode msaaMode = state.RtMsaaMode;
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var rtControl = state.RtControl;
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var msaaMode = state.RtMsaaMode;
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pipeline.SamplesCount = msaaMode.SamplesInX() * msaaMode.SamplesInY();
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@@ -265,7 +262,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
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{
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int rtIndex = rtControl.UnpackPermutationIndex(index);
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RtColorState colorState = state.RtColorState[rtIndex];
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var colorState = state.RtColorState[rtIndex];
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if (index >= count || colorState.Format == 0 || colorState.WidthOrStride == 0)
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{
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@@ -310,12 +307,12 @@ namespace Ryujinx.Graphics.Gpu.Shader
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ref GpuChannelGraphicsState graphicsState,
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ShaderAddresses addresses)
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{
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if (_gpPrograms.TryGetValue(addresses, out CachedShaderProgram gpShaders) && IsShaderEqual(channel, ref poolState, ref graphicsState, gpShaders, addresses))
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if (_gpPrograms.TryGetValue(addresses, out var gpShaders) && IsShaderEqual(channel, ref poolState, ref graphicsState, gpShaders, addresses))
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{
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return gpShaders;
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}
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if (_graphicsShaderCache.TryFind(channel, ref poolState, ref graphicsState, addresses, out gpShaders, out CachedGraphicsGuestCode cachedGuestCode))
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if (_graphicsShaderCache.TryFind(channel, ref poolState, ref graphicsState, addresses, out gpShaders, out var cachedGuestCode))
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{
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_gpPrograms[addresses] = gpShaders;
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return gpShaders;
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@@ -368,7 +365,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
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bool geometryToCompute = ShouldConvertGeometryToCompute(_context, geometryHasStore);
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CachedShaderStage[] shaders = new CachedShaderStage[Constants.ShaderStages + 1];
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List<ShaderSource> shaderSources = [];
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List<ShaderSource> shaderSources = new();
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TranslatorContext previousStage = null;
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ShaderInfoBuilder infoBuilder = new(_context, transformFeedbackDescriptors != null, vertexToCompute);
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@@ -428,8 +425,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
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TranslatorContext lastInVertexPipeline = geometryToCompute ? translatorContexts[4] ?? currentStage : currentStage;
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(program, ShaderProgramInfo vacInfo) = lastInVertexPipeline.GenerateVertexPassthroughForCompute();
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infoBuilder.AddStageInfoVac(vacInfo);
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program = lastInVertexPipeline.GenerateVertexPassthroughForCompute();
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}
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else
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{
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@@ -534,9 +530,9 @@ namespace Ryujinx.Graphics.Gpu.Shader
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private ShaderAsCompute CreateHostVertexAsComputeProgram(ShaderProgram program, TranslatorContext context, bool tfEnabled)
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{
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ShaderSource source = new(program.Code, program.BinaryCode, ShaderStage.Compute, program.Language);
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ShaderInfo info = ShaderInfoBuilder.BuildForVertexAsCompute(_context, program.Info, context.GetVertexAsComputeInfo(), tfEnabled);
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ShaderInfo info = ShaderInfoBuilder.BuildForVertexAsCompute(_context, program.Info, tfEnabled);
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return new(_context.Renderer.CreateProgram([source], info), program.Info, context.GetResourceReservations());
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return new(_context.Renderer.CreateProgram(new[] { source }, info), program.Info, context.GetResourceReservations());
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}
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/// <summary>
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@@ -586,7 +582,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
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for (int i = 0; i < Constants.TotalTransformFeedbackBuffers; i++)
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{
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TfState tf = state.TfState[i];
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var tf = state.TfState[i];
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descs[i] = new TransformFeedbackDescriptor(
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tf.BufferIndex,
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@@ -692,7 +688,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
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/// <returns>The generated translator context</returns>
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public static TranslatorContext DecodeComputeShader(IGpuAccessor gpuAccessor, TargetApi api, ulong gpuVa)
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{
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TranslationOptions options = CreateTranslationOptions(api, DefaultFlags | TranslationFlags.Compute);
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var options = CreateTranslationOptions(api, DefaultFlags | TranslationFlags.Compute);
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return Translator.CreateContext(gpuVa, gpuAccessor, options);
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}
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@@ -709,7 +705,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
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/// <returns>The generated translator context</returns>
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public static TranslatorContext DecodeGraphicsShader(IGpuAccessor gpuAccessor, TargetApi api, TranslationFlags flags, ulong gpuVa)
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{
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TranslationOptions options = CreateTranslationOptions(api, flags);
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var options = CreateTranslationOptions(api, flags);
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return Translator.CreateContext(gpuVa, gpuAccessor, options);
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}
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@@ -735,7 +731,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
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{
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ulong cb1DataAddress = channel.BufferManager.GetGraphicsUniformBufferAddress(0, 1);
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MemoryManager memoryManager = channel.MemoryManager;
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var memoryManager = channel.MemoryManager;
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codeA ??= memoryManager.GetSpan(vertexA.Address, vertexA.Size).ToArray();
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codeB ??= memoryManager.GetSpan(currentStage.Address, currentStage.Size).ToArray();
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@@ -773,7 +769,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
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/// <returns>Compiled graphics shader code</returns>
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private static TranslatedShader TranslateShader(ShaderDumper dumper, GpuChannel channel, TranslatorContext context, byte[] code, bool asCompute)
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{
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MemoryManager memoryManager = channel.MemoryManager;
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var memoryManager = channel.MemoryManager;
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ulong cb1DataAddress = context.Stage == ShaderStage.Compute
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? channel.BufferManager.GetComputeUniformBufferAddress(1)
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@@ -801,7 +797,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
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{
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if (address == MemoryManager.PteUnmapped || size == 0)
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{
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return [];
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return Array.Empty<byte>();
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}
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return memoryManager.Physical.GetSpan(address, size).ToArray();
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@@ -826,20 +822,16 @@ namespace Ryujinx.Graphics.Gpu.Shader
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/// <summary>
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/// Creates shader translation options with the requested graphics API and flags.
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/// The shader language is chosen based on the current configuration and graphics API.
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/// The shader language is choosen based on the current configuration and graphics API.
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/// </summary>
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/// <param name="api">Target graphics API</param>
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/// <param name="flags">Translation flags</param>
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/// <returns>Translation options</returns>
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private static TranslationOptions CreateTranslationOptions(TargetApi api, TranslationFlags flags)
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{
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TargetLanguage lang = api switch
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{
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TargetApi.OpenGL => TargetLanguage.Glsl,
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TargetApi.Vulkan => GraphicsConfig.EnableSpirvCompilationOnVulkan ? TargetLanguage.Spirv : TargetLanguage.Glsl,
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TargetApi.Metal => TargetLanguage.Msl,
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_ => throw new NotImplementedException()
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};
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TargetLanguage lang = GraphicsConfig.EnableSpirvCompilationOnVulkan && api == TargetApi.Vulkan
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? TargetLanguage.Spirv
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: TargetLanguage.Glsl;
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return new TranslationOptions(lang, api, flags);
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}
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