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.
106 lines
3.2 KiB
C#
106 lines
3.2 KiB
C#
using Avalonia;
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using Avalonia.Controls;
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using Avalonia.Media;
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using Ryujinx.Ava.Utilities.Configuration;
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using Ryujinx.Common;
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using Ryujinx.Common.Configuration;
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using Ryujinx.Common.Logging;
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using System;
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namespace Ryujinx.Ava.UI.Renderer
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{
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public class RendererHost : UserControl, IDisposable
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{
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public readonly EmbeddedWindow EmbeddedWindow;
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public event EventHandler<EventArgs> WindowCreated;
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public event Action<object, Size> BoundsChanged;
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public RendererHost()
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{
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Focusable = true;
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FlowDirection = FlowDirection.LeftToRight;
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EmbeddedWindow = ConfigurationState.Instance.Graphics.GraphicsBackend.Value switch
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{
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GraphicsBackend.OpenGl => new EmbeddedWindowOpenGL(),
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GraphicsBackend.Vulkan => new EmbeddedWindowVulkan(),
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_ => throw new NotSupportedException()
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};
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Initialize();
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}
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public GraphicsBackend Backend =>
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EmbeddedWindow switch
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{
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EmbeddedWindowVulkan => GraphicsBackend.Vulkan,
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EmbeddedWindowOpenGL => GraphicsBackend.OpenGl,
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_ => throw new NotImplementedException()
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};
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public RendererHost(string titleId)
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{
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Focusable = true;
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FlowDirection = FlowDirection.LeftToRight;
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EmbeddedWindow =
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#pragma warning disable CS8524
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ConfigurationState.Instance.Graphics.GraphicsBackend.Value switch
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#pragma warning restore CS8524
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{
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GraphicsBackend.OpenGl => new EmbeddedWindowOpenGL(),
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GraphicsBackend.Vulkan => new EmbeddedWindowVulkan(),
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};
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string backendText = EmbeddedWindow switch
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{
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EmbeddedWindowVulkan => "Vulkan",
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EmbeddedWindowOpenGL => "OpenGL",
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_ => throw new NotImplementedException()
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};
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Logger.Info?.PrintMsg(LogClass.Gpu, $"Backend ({ConfigurationState.Instance.Graphics.GraphicsBackend.Value}): {backendText}");
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Initialize();
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}
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private void Initialize()
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{
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EmbeddedWindow.WindowCreated += CurrentWindow_WindowCreated;
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EmbeddedWindow.BoundsChanged += CurrentWindow_BoundsChanged;
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Content = EmbeddedWindow;
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}
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public void Dispose()
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{
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if (EmbeddedWindow != null)
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{
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EmbeddedWindow.WindowCreated -= CurrentWindow_WindowCreated;
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EmbeddedWindow.BoundsChanged -= CurrentWindow_BoundsChanged;
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}
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GC.SuppressFinalize(this);
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}
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protected override void OnDetachedFromVisualTree(VisualTreeAttachmentEventArgs e)
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{
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base.OnDetachedFromVisualTree(e);
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Dispose();
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}
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private void CurrentWindow_BoundsChanged(object sender, Size e)
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{
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BoundsChanged?.Invoke(sender, e);
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}
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private void CurrentWindow_WindowCreated(object sender, nint e)
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{
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WindowCreated?.Invoke(this, EventArgs.Empty);
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}
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}
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}
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