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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@@ -1,103 +0,0 @@
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using Ryujinx.Graphics.GAL;
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using SharpMetal.Metal;
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using System;
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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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readonly internal struct IndexBufferState
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{
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public static IndexBufferState Null => new(BufferHandle.Null, 0, 0);
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private readonly int _offset;
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private readonly int _size;
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private readonly IndexType _type;
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private readonly BufferHandle _handle;
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public IndexBufferState(BufferHandle handle, int offset, int size, IndexType type = IndexType.UInt)
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{
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_handle = handle;
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_offset = offset;
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_size = size;
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_type = type;
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}
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public (MTLBuffer, int, MTLIndexType) GetIndexBuffer(MetalRenderer renderer, CommandBufferScoped cbs)
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{
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Auto<DisposableBuffer> autoBuffer;
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int offset, size;
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MTLIndexType type;
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if (_type == IndexType.UByte)
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{
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// Index type is not supported. Convert to I16.
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autoBuffer = renderer.BufferManager.GetBufferI8ToI16(cbs, _handle, _offset, _size);
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type = MTLIndexType.UInt16;
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offset = 0;
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size = _size * 2;
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}
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else
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{
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autoBuffer = renderer.BufferManager.GetBuffer(_handle, false, out int bufferSize);
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if (_offset >= bufferSize)
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{
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autoBuffer = null;
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}
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type = _type.Convert();
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offset = _offset;
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size = _size;
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}
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if (autoBuffer != null)
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{
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DisposableBuffer buffer = autoBuffer.Get(cbs, offset, size);
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return (buffer.Value, offset, type);
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}
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return (new MTLBuffer(IntPtr.Zero), 0, MTLIndexType.UInt16);
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}
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public (MTLBuffer, int, MTLIndexType) GetConvertedIndexBuffer(
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MetalRenderer renderer,
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CommandBufferScoped cbs,
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int firstIndex,
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int indexCount,
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int convertedCount,
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IndexBufferPattern pattern)
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{
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// Convert the index buffer using the given pattern.
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int indexSize = GetIndexSize();
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int firstIndexOffset = firstIndex * indexSize;
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Auto<DisposableBuffer> autoBuffer = renderer.BufferManager.GetBufferTopologyConversion(cbs, _handle, _offset + firstIndexOffset, indexCount * indexSize, pattern, indexSize);
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int size = convertedCount * 4;
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if (autoBuffer != null)
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{
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DisposableBuffer buffer = autoBuffer.Get(cbs, 0, size);
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return (buffer.Value, 0, MTLIndexType.UInt32);
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}
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return (new MTLBuffer(IntPtr.Zero), 0, MTLIndexType.UInt32);
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}
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private int GetIndexSize()
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{
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return _type switch
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{
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IndexType.UInt => 4,
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IndexType.UShort => 2,
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_ => 1,
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};
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}
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}
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}
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