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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@@ -155,51 +155,5 @@ namespace Ryujinx.Graphics.Shader
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return typeName;
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}
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public static string ToMslTextureType(this SamplerType type, AggregateType aggregateType, bool image = false)
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{
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string typeName;
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if ((type & SamplerType.Shadow) != 0)
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{
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typeName = (type & SamplerType.Mask) switch
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{
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SamplerType.Texture2D => "depth2d",
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SamplerType.TextureCube => "depthcube",
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_ => throw new ArgumentException($"Invalid shadow texture type \"{type}\"."),
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};
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}
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else
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{
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typeName = (type & SamplerType.Mask) switch
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{
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SamplerType.Texture1D => "texture1d",
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SamplerType.TextureBuffer => "texture_buffer",
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SamplerType.Texture2D => "texture2d",
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SamplerType.Texture3D => "texture3d",
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SamplerType.TextureCube => "texturecube",
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_ => throw new ArgumentException($"Invalid texture type \"{type}\"."),
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};
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}
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if ((type & SamplerType.Multisample) != 0)
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{
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typeName += "_ms";
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}
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if ((type & SamplerType.Array) != 0)
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{
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typeName += "_array";
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}
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string format = aggregateType switch
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{
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AggregateType.S32 => "int",
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AggregateType.U32 => "uint",
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_ => "float"
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};
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return $"{typeName}<{format}{(image ? ", access::read_write" : string.Empty)}>";
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}
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}
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}
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