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
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135 changed files with 302 additions and 15077 deletions

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@ -12,7 +12,6 @@ using Ryujinx.Common.Logging;
using Ryujinx.Common.Utilities;
using Ryujinx.Graphics.GAL;
using Ryujinx.Graphics.GAL.Multithreading;
using Ryujinx.Graphics.Metal;
using Ryujinx.Graphics.OpenGL;
using Ryujinx.Graphics.Vulkan;
using Ryujinx.HLE;
@ -310,11 +309,6 @@ namespace Ryujinx.Headless
preferredGpuId);
}
if (options.GraphicsBackend == GraphicsBackend.Metal && window is MetalWindow metalWindow && OperatingSystem.IsMacOS())
{
return new MetalRenderer(metalWindow.GetLayer);
}
return new OpenGLRenderer();
}