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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@@ -1,4 +1,3 @@
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using Ryujinx.Common.Configuration;
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using Ryujinx.Common.Logging;
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using Ryujinx.Graphics.GAL;
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using Ryujinx.Graphics.Shader;
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@@ -367,9 +366,6 @@ namespace Ryujinx.Graphics.Gpu.Shader.DiskCache
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{
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try
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{
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if (_context.Capabilities.Api == TargetApi.Metal && _context.DirtyHacks.IsEnabled(DirtyHack.ShaderTranslationDelay))
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Thread.Sleep(_context.DirtyHacks[DirtyHack.ShaderTranslationDelay]);
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AsyncProgramTranslation asyncTranslation = new(guestShaders, specState, programIndex, isCompute);
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_asyncTranslationQueue.Add(asyncTranslation, _cancellationToken);
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}
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@@ -494,12 +490,7 @@ namespace Ryujinx.Graphics.Gpu.Shader.DiskCache
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{
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ShaderSource[] shaderSources = new ShaderSource[compilation.TranslatedStages.Length];
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ref GpuChannelComputeState computeState = ref compilation.SpecializationState.ComputeState;
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ShaderInfoBuilder shaderInfoBuilder = new(
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_context,
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compilation.SpecializationState.TransformFeedbackDescriptors != null,
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computeLocalSize: computeState.GetLocalSize());
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ShaderInfoBuilder shaderInfoBuilder = new(_context, compilation.SpecializationState.TransformFeedbackDescriptors != null);
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for (int index = 0; index < compilation.TranslatedStages.Length; index++)
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{
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