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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@@ -1,82 +0,0 @@
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using System;
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using System.Runtime.InteropServices;
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namespace Ryujinx.Graphics.Metal
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{
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static partial class HardwareInfoTools
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{
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private readonly static IntPtr _kCFAllocatorDefault = IntPtr.Zero;
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private readonly static UInt32 _kCFStringEncodingASCII = 0x0600;
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private const string IOKit = "/System/Library/Frameworks/IOKit.framework/IOKit";
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private const string CoreFoundation = "/System/Library/Frameworks/CoreFoundation.framework/CoreFoundation";
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[LibraryImport(IOKit, StringMarshalling = StringMarshalling.Utf8)]
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private static partial IntPtr IOServiceMatching(string name);
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[LibraryImport(IOKit)]
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private static partial IntPtr IOServiceGetMatchingService(IntPtr mainPort, IntPtr matching);
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[LibraryImport(IOKit)]
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private static partial IntPtr IORegistryEntryCreateCFProperty(IntPtr entry, IntPtr key, IntPtr allocator, UInt32 options);
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[LibraryImport(CoreFoundation, StringMarshalling = StringMarshalling.Utf8)]
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private static partial IntPtr CFStringCreateWithCString(IntPtr allocator, string cString, UInt32 encoding);
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[LibraryImport(CoreFoundation)]
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[return: MarshalAs(UnmanagedType.U1)]
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public static partial bool CFStringGetCString(IntPtr theString, IntPtr buffer, long bufferSizes, UInt32 encoding);
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[LibraryImport(CoreFoundation)]
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public static partial IntPtr CFDataGetBytePtr(IntPtr theData);
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static string GetNameFromId(uint id)
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{
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return id switch
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{
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0x1002 => "AMD",
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0x106B => "Apple",
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0x10DE => "NVIDIA",
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0x13B5 => "ARM",
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0x8086 => "Intel",
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_ => $"0x{id:X}"
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};
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}
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public static string GetVendor()
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{
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IntPtr serviceDict = IOServiceMatching("IOGPU");
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IntPtr service = IOServiceGetMatchingService(IntPtr.Zero, serviceDict);
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IntPtr cfString = CFStringCreateWithCString(_kCFAllocatorDefault, "vendor-id", _kCFStringEncodingASCII);
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IntPtr cfProperty = IORegistryEntryCreateCFProperty(service, cfString, _kCFAllocatorDefault, 0);
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byte[] buffer = new byte[4];
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IntPtr bufferPtr = CFDataGetBytePtr(cfProperty);
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Marshal.Copy(bufferPtr, buffer, 0, buffer.Length);
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uint vendorId = BitConverter.ToUInt32(buffer);
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return GetNameFromId(vendorId);
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}
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public static string GetModel()
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{
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IntPtr serviceDict = IOServiceMatching("IOGPU");
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IntPtr service = IOServiceGetMatchingService(IntPtr.Zero, serviceDict);
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IntPtr cfString = CFStringCreateWithCString(_kCFAllocatorDefault, "model", _kCFStringEncodingASCII);
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IntPtr cfProperty = IORegistryEntryCreateCFProperty(service, cfString, _kCFAllocatorDefault, 0);
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char[] buffer = new char[64];
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IntPtr bufferPtr = Marshal.AllocHGlobal(buffer.Length);
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if (CFStringGetCString(cfProperty, bufferPtr, buffer.Length, _kCFStringEncodingASCII))
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{
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string model = Marshal.PtrToStringUTF8(bufferPtr);
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Marshal.FreeHGlobal(bufferPtr);
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return model;
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}
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return string.Empty;
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}
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}
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}
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