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:
@@ -1,60 +0,0 @@
|
||||
using Ryujinx.Graphics.GAL;
|
||||
using SharpMetal.Metal;
|
||||
using System;
|
||||
using System.Runtime.Versioning;
|
||||
|
||||
namespace Ryujinx.Graphics.Metal
|
||||
{
|
||||
[SupportedOSPlatform("macos")]
|
||||
readonly internal struct VertexBufferState
|
||||
{
|
||||
public static VertexBufferState Null => new(BufferHandle.Null, 0, 0, 0);
|
||||
|
||||
private readonly BufferHandle _handle;
|
||||
private readonly int _offset;
|
||||
private readonly int _size;
|
||||
|
||||
public readonly int Stride;
|
||||
public readonly int Divisor;
|
||||
|
||||
public VertexBufferState(BufferHandle handle, int offset, int size, int divisor, int stride = 0)
|
||||
{
|
||||
_handle = handle;
|
||||
_offset = offset;
|
||||
_size = size;
|
||||
|
||||
Stride = stride;
|
||||
Divisor = divisor;
|
||||
}
|
||||
|
||||
public (MTLBuffer, int) GetVertexBuffer(BufferManager bufferManager, CommandBufferScoped cbs)
|
||||
{
|
||||
Auto<DisposableBuffer> autoBuffer = null;
|
||||
|
||||
if (_handle != BufferHandle.Null)
|
||||
{
|
||||
// TODO: Handle restride if necessary
|
||||
|
||||
autoBuffer = bufferManager.GetBuffer(_handle, false, out int size);
|
||||
|
||||
// The original stride must be reapplied in case it was rewritten.
|
||||
// TODO: Handle restride if necessary
|
||||
|
||||
if (_offset >= size)
|
||||
{
|
||||
autoBuffer = null;
|
||||
}
|
||||
}
|
||||
|
||||
if (autoBuffer != null)
|
||||
{
|
||||
int offset = _offset;
|
||||
MTLBuffer buffer = autoBuffer.Get(cbs, offset, _size).Value;
|
||||
|
||||
return (buffer, offset);
|
||||
}
|
||||
|
||||
return (new MTLBuffer(IntPtr.Zero), 0);
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user