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

@@ -1,68 +0,0 @@
using Ryujinx.Graphics.Metal.State;
using SharpMetal.Metal;
using System.Runtime.Versioning;
namespace Ryujinx.Graphics.Metal
{
[SupportedOSPlatform("macos")]
class DepthStencilCache : StateCache<MTLDepthStencilState, DepthStencilUid, DepthStencilUid>
{
private readonly MTLDevice _device;
public DepthStencilCache(MTLDevice device)
{
_device = device;
}
protected override DepthStencilUid GetHash(DepthStencilUid descriptor)
{
return descriptor;
}
protected override MTLDepthStencilState CreateValue(DepthStencilUid descriptor)
{
// Create descriptors
ref StencilUid frontUid = ref descriptor.FrontFace;
using MTLStencilDescriptor frontFaceStencil = new()
{
StencilFailureOperation = frontUid.StencilFailureOperation,
DepthFailureOperation = frontUid.DepthFailureOperation,
DepthStencilPassOperation = frontUid.DepthStencilPassOperation,
StencilCompareFunction = frontUid.StencilCompareFunction,
ReadMask = frontUid.ReadMask,
WriteMask = frontUid.WriteMask
};
ref StencilUid backUid = ref descriptor.BackFace;
using MTLStencilDescriptor backFaceStencil = new()
{
StencilFailureOperation = backUid.StencilFailureOperation,
DepthFailureOperation = backUid.DepthFailureOperation,
DepthStencilPassOperation = backUid.DepthStencilPassOperation,
StencilCompareFunction = backUid.StencilCompareFunction,
ReadMask = backUid.ReadMask,
WriteMask = backUid.WriteMask
};
MTLDepthStencilDescriptor mtlDescriptor = new()
{
DepthCompareFunction = descriptor.DepthCompareFunction,
DepthWriteEnabled = descriptor.DepthWriteEnabled
};
if (descriptor.StencilTestEnabled)
{
mtlDescriptor.BackFaceStencil = backFaceStencil;
mtlDescriptor.FrontFaceStencil = frontFaceStencil;
}
using (mtlDescriptor)
{
return _device.NewDepthStencilState(mtlDescriptor);
}
}
}
}