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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.
This commit is contained in:
@@ -1,49 +0,0 @@
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using System;
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using System.Runtime.InteropServices;
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namespace Ryujinx.Graphics.Metal
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{
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class FormatConverter
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{
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public static void ConvertD24S8ToD32FS8(Span<byte> output, ReadOnlySpan<byte> input)
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{
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const float UnormToFloat = 1f / 0xffffff;
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Span<uint> outputUint = MemoryMarshal.Cast<byte, uint>(output);
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ReadOnlySpan<uint> inputUint = MemoryMarshal.Cast<byte, uint>(input);
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int i = 0;
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for (; i < inputUint.Length; i++)
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{
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uint depthStencil = inputUint[i];
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uint depth = depthStencil >> 8;
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uint stencil = depthStencil & 0xff;
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int j = i * 2;
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outputUint[j] = (uint)BitConverter.SingleToInt32Bits(depth * UnormToFloat);
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outputUint[j + 1] = stencil;
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}
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}
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public static void ConvertD32FS8ToD24S8(Span<byte> output, ReadOnlySpan<byte> input)
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{
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Span<uint> outputUint = MemoryMarshal.Cast<byte, uint>(output);
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ReadOnlySpan<uint> inputUint = MemoryMarshal.Cast<byte, uint>(input);
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int i = 0;
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for (; i < inputUint.Length; i += 2)
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{
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float depth = BitConverter.Int32BitsToSingle((int)inputUint[i]);
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uint stencil = inputUint[i + 1];
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uint depthStencil = (Math.Clamp((uint)(depth * 0xffffff), 0, 0xffffff) << 8) | (stencil & 0xff);
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int j = i >> 1;
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outputUint[j] = depthStencil;
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}
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}
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}
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}
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