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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@@ -1,74 +0,0 @@
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using Ryujinx.Graphics.GAL;
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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 ImageArray : IImageArray
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{
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private readonly TextureRef[] _textureRefs;
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private readonly TextureBuffer[] _bufferTextureRefs;
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private readonly bool _isBuffer;
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private readonly Pipeline _pipeline;
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public ImageArray(int size, bool isBuffer, Pipeline pipeline)
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{
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if (isBuffer)
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{
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_bufferTextureRefs = new TextureBuffer[size];
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}
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else
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{
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_textureRefs = new TextureRef[size];
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}
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_isBuffer = isBuffer;
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_pipeline = pipeline;
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}
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public void SetImages(int index, ITexture[] images)
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{
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for (int i = 0; i < images.Length; i++)
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{
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ITexture image = images[i];
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if (image is TextureBuffer textureBuffer)
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{
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_bufferTextureRefs[index + i] = textureBuffer;
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}
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else if (image is Texture texture)
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{
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_textureRefs[index + i].Storage = texture;
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}
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else if (!_isBuffer)
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{
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_textureRefs[index + i].Storage = null;
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}
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else
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{
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_bufferTextureRefs[index + i] = null;
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}
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}
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SetDirty();
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}
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public TextureRef[] GetTextureRefs()
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{
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return _textureRefs;
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}
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public TextureBuffer[] GetBufferTextureRefs()
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{
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return _bufferTextureRefs;
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}
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private void SetDirty()
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{
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_pipeline.DirtyImages();
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}
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public void Dispose() { }
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}
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}
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