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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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@@ -17,7 +17,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
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private readonly GpuAccessorState _state;
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private readonly int _stageIndex;
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private readonly bool _compute;
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private readonly bool _isOpenGL;
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private readonly bool _isVulkan;
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private readonly bool _hasGeometryShader;
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private readonly bool _supportsQuads;
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@@ -39,7 +39,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
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_channel = channel;
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_state = state;
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_stageIndex = stageIndex;
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_isOpenGL = context.Capabilities.Api == TargetApi.OpenGL;
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_isVulkan = context.Capabilities.Api == TargetApi.Vulkan;
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_hasGeometryShader = hasGeometryShader;
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_supportsQuads = context.Capabilities.SupportsQuads;
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@@ -117,10 +117,10 @@ namespace Ryujinx.Graphics.Gpu.Shader
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public GpuGraphicsState QueryGraphicsState()
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{
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return _state.GraphicsState.CreateShaderGraphicsState(
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_isOpenGL,
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!_isVulkan,
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_supportsQuads,
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_hasGeometryShader,
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!_isOpenGL || _state.GraphicsState.YNegateEnabled);
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_isVulkan || _state.GraphicsState.YNegateEnabled);
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}
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/// <inheritdoc/>
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