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:
@@ -1,107 +0,0 @@
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using SharpMetal.Metal;
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using System;
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using System.Collections.Generic;
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using System.Runtime.Versioning;
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using System.Threading;
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namespace Ryujinx.Graphics.Metal
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{
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[SupportedOSPlatform("macos")]
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class BackgroundResource : IDisposable
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{
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private readonly MetalRenderer _renderer;
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private CommandBufferPool _pool;
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private PersistentFlushBuffer _flushBuffer;
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public BackgroundResource(MetalRenderer renderer)
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{
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_renderer = renderer;
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}
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public CommandBufferPool GetPool()
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{
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if (_pool == null)
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{
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MTLCommandQueue queue = _renderer.BackgroundQueue;
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_pool = new CommandBufferPool(queue, true);
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_pool.Initialize(null); // TODO: Proper encoder factory for background render/compute
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}
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return _pool;
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}
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public PersistentFlushBuffer GetFlushBuffer()
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{
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_flushBuffer ??= new PersistentFlushBuffer(_renderer);
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return _flushBuffer;
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}
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public void Dispose()
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{
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_pool?.Dispose();
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_flushBuffer?.Dispose();
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}
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}
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[SupportedOSPlatform("macos")]
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class BackgroundResources : IDisposable
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{
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private readonly MetalRenderer _renderer;
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private readonly Dictionary<Thread, BackgroundResource> _resources;
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public BackgroundResources(MetalRenderer renderer)
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{
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_renderer = renderer;
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_resources = new Dictionary<Thread, BackgroundResource>();
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}
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private void Cleanup()
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{
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lock (_resources)
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{
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foreach (KeyValuePair<Thread, BackgroundResource> tuple in _resources)
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{
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if (!tuple.Key.IsAlive)
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{
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tuple.Value.Dispose();
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_resources.Remove(tuple.Key);
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}
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}
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}
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}
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public BackgroundResource Get()
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{
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Thread thread = Thread.CurrentThread;
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lock (_resources)
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{
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if (!_resources.TryGetValue(thread, out BackgroundResource resource))
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{
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Cleanup();
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resource = new BackgroundResource(_renderer);
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_resources[thread] = resource;
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}
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return resource;
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}
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}
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public void Dispose()
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{
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lock (_resources)
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{
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foreach (BackgroundResource resource in _resources.Values)
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{
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resource.Dispose();
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}
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}
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}
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}
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}
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