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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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@ -339,84 +339,6 @@ namespace Ryujinx.Graphics.GAL
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return 1;
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}
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/// <summary>
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/// Get bytes per element for this format.
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/// </summary>
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/// <param name="format">Texture format</param>
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/// <returns>Byte size for an element of this format (pixel, vertex attribute, etc)</returns>
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public static int GetBytesPerElement(this Format format)
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{
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int scalarSize = format.GetScalarSize();
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switch (format)
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{
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case Format.R8G8Unorm:
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case Format.R8G8Snorm:
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case Format.R8G8Uint:
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case Format.R8G8Sint:
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case Format.R8G8Uscaled:
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case Format.R8G8Sscaled:
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case Format.R16G16Float:
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case Format.R16G16Unorm:
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case Format.R16G16Snorm:
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case Format.R16G16Uint:
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case Format.R16G16Sint:
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case Format.R16G16Uscaled:
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case Format.R16G16Sscaled:
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case Format.R32G32Float:
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case Format.R32G32Uint:
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case Format.R32G32Sint:
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case Format.R32G32Uscaled:
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case Format.R32G32Sscaled:
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return 2 * scalarSize;
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case Format.R8G8B8Unorm:
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case Format.R8G8B8Snorm:
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case Format.R8G8B8Uint:
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case Format.R8G8B8Sint:
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case Format.R8G8B8Uscaled:
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case Format.R8G8B8Sscaled:
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case Format.R16G16B16Float:
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case Format.R16G16B16Unorm:
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case Format.R16G16B16Snorm:
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case Format.R16G16B16Uint:
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case Format.R16G16B16Sint:
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case Format.R16G16B16Uscaled:
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case Format.R16G16B16Sscaled:
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case Format.R32G32B32Float:
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case Format.R32G32B32Uint:
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case Format.R32G32B32Sint:
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case Format.R32G32B32Uscaled:
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case Format.R32G32B32Sscaled:
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return 3 * scalarSize;
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case Format.R8G8B8A8Unorm:
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case Format.R8G8B8A8Snorm:
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case Format.R8G8B8A8Uint:
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case Format.R8G8B8A8Sint:
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case Format.R8G8B8A8Srgb:
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case Format.R8G8B8A8Uscaled:
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case Format.R8G8B8A8Sscaled:
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case Format.B8G8R8A8Unorm:
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case Format.B8G8R8A8Srgb:
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case Format.R16G16B16A16Float:
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case Format.R16G16B16A16Unorm:
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case Format.R16G16B16A16Snorm:
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case Format.R16G16B16A16Uint:
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case Format.R16G16B16A16Sint:
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case Format.R16G16B16A16Uscaled:
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case Format.R16G16B16A16Sscaled:
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case Format.R32G32B32A32Float:
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case Format.R32G32B32A32Uint:
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case Format.R32G32B32A32Sint:
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case Format.R32G32B32A32Uscaled:
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case Format.R32G32B32A32Sscaled:
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return 4 * scalarSize;
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}
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return scalarSize;
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}
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/// <summary>
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/// Checks if the texture format is a depth or depth-stencil format.
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/// </summary>
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