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