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:
Evan Husted
2025-02-22 21:26:46 -06:00
committed by GitHub
parent eb6b0e9adc
commit fe1617ffea
135 changed files with 302 additions and 15077 deletions

View File

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