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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@@ -324,11 +324,6 @@ namespace Ryujinx.Graphics.Gpu.Shader.DiskCache
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bool loadHostCache = header.CodeGenVersion == CodeGenVersion;
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if (context.Capabilities.Api == TargetApi.Metal)
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{
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loadHostCache = false;
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}
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int programIndex = 0;
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DataEntry entry = new();
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@@ -397,8 +392,7 @@ namespace Ryujinx.Graphics.Gpu.Shader.DiskCache
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context,
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shaders,
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specState.PipelineState,
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specState.TransformFeedbackDescriptors != null,
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specState.ComputeState.GetLocalSize());
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specState.TransformFeedbackDescriptors != null);
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IProgram hostProgram;
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@@ -635,10 +629,7 @@ namespace Ryujinx.Graphics.Gpu.Shader.DiskCache
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return;
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}
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if (context.Capabilities.Api != TargetApi.Metal)
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{
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WriteHostCode(context, hostCode, program.Shaders, streams, timestamp);
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}
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WriteHostCode(context, hostCode, program.Shaders, streams, timestamp);
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}
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/// <summary>
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