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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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135 changed files with 302 additions and 15077 deletions
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@ -1,19 +0,0 @@
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using Ryujinx.Common.Helper;
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using SharpMetal.QuartzCore;
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using System;
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namespace Ryujinx.Ava.UI.Renderer
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{
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public class EmbeddedWindowMetal : EmbeddedWindow
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{
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public CAMetalLayer CreateSurface()
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{
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if (OperatingSystem.IsMacOS() && RunningPlatform.IsArm)
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{
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return new CAMetalLayer(MetalLayer);
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}
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throw new NotSupportedException($"Cannot create a {nameof(CAMetalLayer)} without being on ARM Mac.");
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}
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}
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}
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@ -24,8 +24,7 @@ namespace Ryujinx.Ava.UI.Renderer
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EmbeddedWindow = ConfigurationState.Instance.Graphics.GraphicsBackend.Value switch
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{
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GraphicsBackend.OpenGl => new EmbeddedWindowOpenGL(),
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GraphicsBackend.Metal => new EmbeddedWindowMetal(),
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GraphicsBackend.Vulkan or GraphicsBackend.Auto => new EmbeddedWindowVulkan(),
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GraphicsBackend.Vulkan => new EmbeddedWindowVulkan(),
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_ => throw new NotSupportedException()
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};
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@ -37,7 +36,6 @@ namespace Ryujinx.Ava.UI.Renderer
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{
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EmbeddedWindowVulkan => GraphicsBackend.Vulkan,
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EmbeddedWindowOpenGL => GraphicsBackend.OpenGl,
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EmbeddedWindowMetal => GraphicsBackend.Metal,
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_ => throw new NotImplementedException()
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};
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@ -47,12 +45,11 @@ namespace Ryujinx.Ava.UI.Renderer
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FlowDirection = FlowDirection.LeftToRight;
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EmbeddedWindow =
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#pragma warning disable CS8509
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TitleIDs.SelectGraphicsBackend(titleId, ConfigurationState.Instance.Graphics.GraphicsBackend) switch
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#pragma warning restore CS8509
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#pragma warning disable CS8524
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ConfigurationState.Instance.Graphics.GraphicsBackend.Value switch
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#pragma warning restore CS8524
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{
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GraphicsBackend.OpenGl => new EmbeddedWindowOpenGL(),
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GraphicsBackend.Metal => new EmbeddedWindowMetal(),
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GraphicsBackend.Vulkan => new EmbeddedWindowVulkan(),
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};
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@ -60,7 +57,6 @@ namespace Ryujinx.Ava.UI.Renderer
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{
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EmbeddedWindowVulkan => "Vulkan",
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EmbeddedWindowOpenGL => "OpenGL",
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EmbeddedWindowMetal => "Metal",
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_ => throw new NotImplementedException()
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};
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@ -107,4 +103,3 @@ namespace Ryujinx.Ava.UI.Renderer
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}
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}
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}
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