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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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@@ -1,45 +0,0 @@
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#include <metal_stdlib>
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using namespace metal;
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struct CopyVertexOut {
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float4 position [[position]];
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float2 uv;
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};
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struct TexCoords {
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float data[4];
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};
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struct ConstantBuffers {
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constant TexCoords* tex_coord;
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};
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struct Textures
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{
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texture2d_ms<FORMAT, access::read> texture;
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};
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vertex CopyVertexOut vertexMain(uint vid [[vertex_id]],
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constant ConstantBuffers &constant_buffers [[buffer(CONSTANT_BUFFERS_INDEX)]]) {
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CopyVertexOut out;
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int low = vid & 1;
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int high = vid >> 1;
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out.uv.x = constant_buffers.tex_coord->data[low];
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out.uv.y = constant_buffers.tex_coord->data[2 + high];
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out.position.x = (float(low) - 0.5f) * 2.0f;
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out.position.y = (float(high) - 0.5f) * 2.0f;
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out.position.z = 0.0f;
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out.position.w = 1.0f;
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return out;
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}
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fragment FORMAT4 fragmentMain(CopyVertexOut in [[stage_in]],
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constant Textures &textures [[buffer(TEXTURES_INDEX)]],
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uint sample_id [[sample_id]]) {
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uint2 tex_size = uint2(textures.texture.get_width(), textures.texture.get_height());
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uint2 tex_coord = uint2(in.uv * float2(tex_size));
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return textures.texture.read(tex_coord, sample_id);
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}
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