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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@@ -1,30 +0,0 @@
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using SharpMetal.Foundation;
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using SharpMetal.ObjectiveCCore;
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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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class StringHelper
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{
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public static NSString NSString(string source)
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{
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return new(ObjectiveC.IntPtr_objc_msgSend(new ObjectiveCClass("NSString"), "stringWithUTF8String:", source));
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}
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public static unsafe string String(NSString source)
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{
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char[] sourceBuffer = new char[source.Length];
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fixed (char* pSourceBuffer = sourceBuffer)
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{
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ObjectiveC.bool_objc_msgSend(source,
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"getCString:maxLength:encoding:",
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pSourceBuffer,
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source.MaximumLengthOfBytes(NSStringEncoding.UTF16) + 1,
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(ulong)NSStringEncoding.UTF16);
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}
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return new string(sourceBuffer);
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}
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}
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}
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