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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@@ -12,7 +12,6 @@ using Ryujinx.Common.Logging;
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using Ryujinx.Common.Utilities;
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using Ryujinx.Graphics.GAL;
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using Ryujinx.Graphics.GAL.Multithreading;
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using Ryujinx.Graphics.Metal;
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using Ryujinx.Graphics.OpenGL;
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using Ryujinx.Graphics.Vulkan;
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using Ryujinx.HLE;
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@@ -310,11 +309,6 @@ namespace Ryujinx.Headless
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preferredGpuId);
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}
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if (options.GraphicsBackend == GraphicsBackend.Metal && window is MetalWindow metalWindow && OperatingSystem.IsMacOS())
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{
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return new MetalRenderer(metalWindow.GetLayer);
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}
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return new OpenGLRenderer();
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}
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@@ -358,9 +358,6 @@ namespace Ryujinx.Headless
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return options.GraphicsBackend switch
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{
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GraphicsBackend.Vulkan => new VulkanWindow(_inputManager, options.LoggingGraphicsDebugLevel, options.AspectRatio, options.EnableMouse, options.HideCursorMode, options.IgnoreControllerApplet),
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GraphicsBackend.Metal => OperatingSystem.IsMacOS() ?
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new MetalWindow(_inputManager, options.LoggingGraphicsDebugLevel, options.AspectRatio, options.EnableKeyboard, options.HideCursorMode, options.IgnoreControllerApplet) :
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throw new Exception("Attempted to use Metal renderer on non-macOS platform!"),
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_ => new OpenGLWindow(_inputManager, options.LoggingGraphicsDebugLevel, options.AspectRatio, options.EnableMouse, options.HideCursorMode, options.IgnoreControllerApplet)
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};
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}
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@@ -1,47 +0,0 @@
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using Ryujinx.Common.Configuration;
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using Ryujinx.Input.HLE;
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using Ryujinx.SDL2.Common;
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using SharpMetal.QuartzCore;
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using System.Runtime.Versioning;
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using static SDL2.SDL;
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namespace Ryujinx.Headless
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{
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[SupportedOSPlatform("macos")]
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class MetalWindow : WindowBase
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{
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private CAMetalLayer _caMetalLayer;
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public CAMetalLayer GetLayer()
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{
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return _caMetalLayer;
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}
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public MetalWindow(
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InputManager inputManager,
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GraphicsDebugLevel glLogLevel,
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AspectRatio aspectRatio,
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bool enableMouse,
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HideCursorMode hideCursorMode,
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bool ignoreControllerApplet)
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: base(inputManager, glLogLevel, aspectRatio, enableMouse, hideCursorMode, ignoreControllerApplet) { }
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public override SDL_WindowFlags WindowFlags => SDL_WindowFlags.SDL_WINDOW_METAL;
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protected override void InitializeWindowRenderer()
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{
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void CreateLayer()
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{
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_caMetalLayer = new CAMetalLayer(SDL_Metal_GetLayer(SDL_Metal_CreateView(WindowHandle)));
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}
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SDL2Driver.MainThreadDispatcher?.Invoke(CreateLayer);
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}
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protected override void InitializeRenderer() { }
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protected override void FinalizeWindowRenderer() { }
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protected override void SwapBuffers() { }
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}
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}
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