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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@@ -1,42 +0,0 @@
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using System;
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using System.Collections.Generic;
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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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abstract class StateCache<T, TDescriptor, THash> : IDisposable where T : IDisposable
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{
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private readonly Dictionary<THash, T> _cache = new();
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protected abstract THash GetHash(TDescriptor descriptor);
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protected abstract T CreateValue(TDescriptor descriptor);
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public void Dispose()
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{
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foreach (T value in _cache.Values)
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{
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value.Dispose();
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}
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GC.SuppressFinalize(this);
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}
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public T GetOrCreate(TDescriptor descriptor)
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{
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THash hash = GetHash(descriptor);
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if (_cache.TryGetValue(hash, out T value))
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{
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return value;
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}
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else
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{
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T newValue = CreateValue(descriptor);
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_cache.Add(hash, newValue);
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return newValue;
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}
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}
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}
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}
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