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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@@ -1,100 +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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internal class PersistentFlushBuffer : IDisposable
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{
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private readonly MetalRenderer _renderer;
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private BufferHolder _flushStorage;
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public PersistentFlushBuffer(MetalRenderer renderer)
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{
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_renderer = renderer;
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}
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private BufferHolder ResizeIfNeeded(int size)
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{
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BufferHolder flushStorage = _flushStorage;
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if (flushStorage == null || size > _flushStorage.Size)
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{
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flushStorage?.Dispose();
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flushStorage = _renderer.BufferManager.Create(size);
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_flushStorage = flushStorage;
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}
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return flushStorage;
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}
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public Span<byte> GetBufferData(CommandBufferPool cbp, BufferHolder buffer, int offset, int size)
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{
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BufferHolder flushStorage = ResizeIfNeeded(size);
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Auto<DisposableBuffer> srcBuffer;
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using (CommandBufferScoped cbs = cbp.Rent())
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{
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srcBuffer = buffer.GetBuffer();
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Auto<DisposableBuffer> dstBuffer = flushStorage.GetBuffer();
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if (srcBuffer.TryIncrementReferenceCount())
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{
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BufferHolder.Copy(cbs, srcBuffer, dstBuffer, offset, 0, size, registerSrcUsage: false);
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}
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else
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{
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// Source buffer is no longer alive, don't copy anything to flush storage.
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srcBuffer = null;
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}
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}
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flushStorage.WaitForFences();
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srcBuffer?.DecrementReferenceCount();
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return flushStorage.GetDataStorage(0, size);
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}
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public Span<byte> GetTextureData(CommandBufferPool cbp, Texture view, int size)
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{
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TextureCreateInfo info = view.Info;
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BufferHolder flushStorage = ResizeIfNeeded(size);
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using (CommandBufferScoped cbs = cbp.Rent())
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{
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MTLBuffer buffer = flushStorage.GetBuffer().Get(cbs).Value;
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MTLTexture image = view.GetHandle();
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view.CopyFromOrToBuffer(cbs, buffer, image, size, true, 0, 0, info.GetLayers(), info.Levels, singleSlice: false);
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}
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flushStorage.WaitForFences();
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return flushStorage.GetDataStorage(0, size);
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}
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public Span<byte> GetTextureData(CommandBufferPool cbp, Texture view, int size, int layer, int level)
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{
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BufferHolder flushStorage = ResizeIfNeeded(size);
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using (CommandBufferScoped cbs = cbp.Rent())
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{
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MTLBuffer buffer = flushStorage.GetBuffer().Get(cbs).Value;
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MTLTexture image = view.GetHandle();
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view.CopyFromOrToBuffer(cbs, buffer, image, size, true, layer, level, 1, 1, singleSlice: true);
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}
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flushStorage.WaitForFences();
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return flushStorage.GetDataStorage(0, size);
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}
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public void Dispose()
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{
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_flushStorage.Dispose();
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}
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}
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}
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