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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@@ -1,85 +0,0 @@
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using System.Runtime.Versioning;
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namespace Ryujinx.Graphics.Metal
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{
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[SupportedOSPlatform("macos")]
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internal class BufferUsageBitmap
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{
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private readonly BitMap _bitmap;
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private readonly int _size;
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private readonly int _granularity;
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private readonly int _bits;
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private readonly int _writeBitOffset;
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private readonly int _intsPerCb;
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private readonly int _bitsPerCb;
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public BufferUsageBitmap(int size, int granularity)
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{
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_size = size;
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_granularity = granularity;
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// There are two sets of bits - one for read tracking, and the other for write.
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int bits = (size + (granularity - 1)) / granularity;
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_writeBitOffset = bits;
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_bits = bits << 1;
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_intsPerCb = (_bits + (BitMap.IntSize - 1)) / BitMap.IntSize;
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_bitsPerCb = _intsPerCb * BitMap.IntSize;
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_bitmap = new BitMap(_bitsPerCb * CommandBufferPool.MaxCommandBuffers);
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}
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public void Add(int cbIndex, int offset, int size, bool write)
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{
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if (size == 0)
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{
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return;
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}
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// Some usages can be out of bounds (vertex buffer on amd), so bound if necessary.
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if (offset + size > _size)
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{
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size = _size - offset;
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}
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int cbBase = cbIndex * _bitsPerCb + (write ? _writeBitOffset : 0);
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int start = cbBase + offset / _granularity;
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int end = cbBase + (offset + size - 1) / _granularity;
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_bitmap.SetRange(start, end);
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}
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public bool OverlapsWith(int cbIndex, int offset, int size, bool write = false)
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{
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if (size == 0)
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{
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return false;
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}
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int cbBase = cbIndex * _bitsPerCb + (write ? _writeBitOffset : 0);
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int start = cbBase + offset / _granularity;
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int end = cbBase + (offset + size - 1) / _granularity;
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return _bitmap.IsSet(start, end);
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}
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public bool OverlapsWith(int offset, int size, bool write)
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{
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for (int i = 0; i < CommandBufferPool.MaxCommandBuffers; i++)
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{
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if (OverlapsWith(i, offset, size, write))
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{
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return true;
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}
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}
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return false;
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}
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public void Clear(int cbIndex)
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{
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_bitmap.ClearInt(cbIndex * _intsPerCb, (cbIndex + 1) * _intsPerCb - 1);
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}
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}
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}
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