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.
This commit is contained in:
@@ -1,67 +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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using System.Threading;
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namespace Ryujinx.Graphics.Metal
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{
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[SupportedOSPlatform("macos")]
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abstract class TextureBase : IDisposable
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{
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private int _isValid = 1;
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public bool Valid => Volatile.Read(ref _isValid) != 0;
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protected readonly Pipeline Pipeline;
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protected readonly MTLDevice Device;
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protected readonly MetalRenderer Renderer;
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protected MTLTexture MtlTexture;
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public readonly TextureCreateInfo Info;
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public int Width => Info.Width;
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public int Height => Info.Height;
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public int Depth => Info.Depth;
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public MTLPixelFormat MtlFormat { get; protected set; }
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public int FirstLayer { get; protected set; }
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public int FirstLevel { get; protected set; }
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public TextureBase(MTLDevice device, MetalRenderer renderer, Pipeline pipeline, TextureCreateInfo info)
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{
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Device = device;
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Renderer = renderer;
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Pipeline = pipeline;
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Info = info;
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}
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public MTLTexture GetHandle()
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{
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if (_isValid == 0)
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{
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return new MTLTexture(IntPtr.Zero);
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}
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return MtlTexture;
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}
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public virtual void Release()
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{
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Dispose();
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}
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public void Dispose()
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{
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bool wasValid = Interlocked.Exchange(ref _isValid, 0) != 0;
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if (wasValid)
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{
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if (MtlTexture != IntPtr.Zero)
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{
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MtlTexture.Dispose();
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}
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}
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}
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}
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}
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