ryujinx/src/Ryujinx.Graphics.Gpu/Shader/GpuChannelComputeState.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

65 lines
2.3 KiB
C#

namespace Ryujinx.Graphics.Gpu.Shader
{
/// <summary>
/// State used by the <see cref="GpuAccessor"/>.
/// </summary>
readonly struct GpuChannelComputeState
{
// New fields should be added to the end of the struct to keep disk shader cache compatibility.
/// <summary>
/// Local group size X of the compute shader.
/// </summary>
public readonly int LocalSizeX;
/// <summary>
/// Local group size Y of the compute shader.
/// </summary>
public readonly int LocalSizeY;
/// <summary>
/// Local group size Z of the compute shader.
/// </summary>
public readonly int LocalSizeZ;
/// <summary>
/// Local memory size of the compute shader.
/// </summary>
public readonly int LocalMemorySize;
/// <summary>
/// Shared memory size of the compute shader.
/// </summary>
public readonly int SharedMemorySize;
/// <summary>
/// Indicates that any storage buffer use is unaligned.
/// </summary>
public readonly bool HasUnalignedStorageBuffer;
/// <summary>
/// Creates a new GPU compute state.
/// </summary>
/// <param name="localSizeX">Local group size X of the compute shader</param>
/// <param name="localSizeY">Local group size Y of the compute shader</param>
/// <param name="localSizeZ">Local group size Z of the compute shader</param>
/// <param name="localMemorySize">Local memory size of the compute shader</param>
/// <param name="sharedMemorySize">Shared memory size of the compute shader</param>
/// <param name="hasUnalignedStorageBuffer">Indicates that any storage buffer use is unaligned</param>
public GpuChannelComputeState(
int localSizeX,
int localSizeY,
int localSizeZ,
int localMemorySize,
int sharedMemorySize,
bool hasUnalignedStorageBuffer)
{
LocalSizeX = localSizeX;
LocalSizeY = localSizeY;
LocalSizeZ = localSizeZ;
LocalMemorySize = localMemorySize;
SharedMemorySize = sharedMemorySize;
HasUnalignedStorageBuffer = hasUnalignedStorageBuffer;
}
}
}