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:
@@ -1,170 +0,0 @@
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using Ryujinx.Graphics.Metal;
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using SharpMetal.Metal;
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using System;
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using System.Runtime.CompilerServices;
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using System.Runtime.Versioning;
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interface IEncoderFactory
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{
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MTLRenderCommandEncoder CreateRenderCommandEncoder();
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MTLComputeCommandEncoder CreateComputeCommandEncoder();
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}
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/// <summary>
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/// Tracks active encoder object for a command buffer.
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/// </summary>
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[SupportedOSPlatform("macos")]
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class CommandBufferEncoder
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{
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public EncoderType CurrentEncoderType { get; private set; } = EncoderType.None;
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public MTLBlitCommandEncoder BlitEncoder => new(CurrentEncoder.Value);
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public MTLComputeCommandEncoder ComputeEncoder => new(CurrentEncoder.Value);
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public MTLRenderCommandEncoder RenderEncoder => new(CurrentEncoder.Value);
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internal MTLCommandEncoder? CurrentEncoder { get; private set; }
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private MTLCommandBuffer _commandBuffer;
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private IEncoderFactory _encoderFactory;
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public void Initialize(MTLCommandBuffer commandBuffer, IEncoderFactory encoderFactory)
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{
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_commandBuffer = commandBuffer;
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_encoderFactory = encoderFactory;
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public MTLRenderCommandEncoder EnsureRenderEncoder()
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{
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if (CurrentEncoderType != EncoderType.Render)
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{
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return BeginRenderPass();
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}
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return RenderEncoder;
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public MTLBlitCommandEncoder EnsureBlitEncoder()
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{
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if (CurrentEncoderType != EncoderType.Blit)
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{
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return BeginBlitPass();
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}
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return BlitEncoder;
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public MTLComputeCommandEncoder EnsureComputeEncoder()
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{
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if (CurrentEncoderType != EncoderType.Compute)
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{
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return BeginComputePass();
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}
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return ComputeEncoder;
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public bool TryGetRenderEncoder(out MTLRenderCommandEncoder encoder)
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{
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if (CurrentEncoderType != EncoderType.Render)
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{
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encoder = default;
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return false;
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}
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encoder = RenderEncoder;
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return true;
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public bool TryGetBlitEncoder(out MTLBlitCommandEncoder encoder)
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{
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if (CurrentEncoderType != EncoderType.Blit)
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{
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encoder = default;
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return false;
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}
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encoder = BlitEncoder;
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return true;
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public bool TryGetComputeEncoder(out MTLComputeCommandEncoder encoder)
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{
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if (CurrentEncoderType != EncoderType.Compute)
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{
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encoder = default;
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return false;
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}
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encoder = ComputeEncoder;
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return true;
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}
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public void EndCurrentPass()
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{
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if (CurrentEncoder != null)
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{
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switch (CurrentEncoderType)
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{
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case EncoderType.Blit:
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BlitEncoder.EndEncoding();
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CurrentEncoder = null;
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break;
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case EncoderType.Compute:
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ComputeEncoder.EndEncoding();
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CurrentEncoder = null;
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break;
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case EncoderType.Render:
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RenderEncoder.EndEncoding();
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CurrentEncoder = null;
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break;
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default:
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throw new InvalidOperationException();
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}
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CurrentEncoderType = EncoderType.None;
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}
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}
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private MTLRenderCommandEncoder BeginRenderPass()
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{
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EndCurrentPass();
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MTLRenderCommandEncoder renderCommandEncoder = _encoderFactory.CreateRenderCommandEncoder();
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CurrentEncoder = renderCommandEncoder;
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CurrentEncoderType = EncoderType.Render;
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return renderCommandEncoder;
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}
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private MTLBlitCommandEncoder BeginBlitPass()
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{
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EndCurrentPass();
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using MTLBlitPassDescriptor descriptor = new();
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MTLBlitCommandEncoder blitCommandEncoder = _commandBuffer.BlitCommandEncoder(descriptor);
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CurrentEncoder = blitCommandEncoder;
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CurrentEncoderType = EncoderType.Blit;
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return blitCommandEncoder;
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}
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private MTLComputeCommandEncoder BeginComputePass()
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{
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EndCurrentPass();
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MTLComputeCommandEncoder computeCommandEncoder = _encoderFactory.CreateComputeCommandEncoder();
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CurrentEncoder = computeCommandEncoder;
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CurrentEncoderType = EncoderType.Compute;
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return computeCommandEncoder;
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}
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}
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