mirror of
https://git.ryujinx.app/ryubing/ryujinx.git
synced 2025-07-05 05:36:26 +02:00
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:
parent
eb6b0e9adc
commit
fe1617ffea
135 changed files with 302 additions and 15077 deletions
|
@ -11,6 +11,8 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed.ComputeDraw
|
|||
/// </summary>
|
||||
class VtgAsComputeContext : IDisposable
|
||||
{
|
||||
private const int DummyBufferSize = 16;
|
||||
|
||||
private readonly GpuContext _context;
|
||||
|
||||
/// <summary>
|
||||
|
@ -46,7 +48,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed.ComputeDraw
|
|||
1,
|
||||
1,
|
||||
1,
|
||||
format.GetBytesPerElement(),
|
||||
1,
|
||||
format,
|
||||
DepthStencilMode.Depth,
|
||||
Target.TextureBuffer,
|
||||
|
@ -519,6 +521,21 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed.ComputeDraw
|
|||
return new BufferRange(_geometryIndexDataBuffer.Handle, offset, size, write);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the range for a dummy 16 bytes buffer, filled with zeros.
|
||||
/// </summary>
|
||||
/// <returns>Dummy buffer range</returns>
|
||||
public BufferRange GetDummyBufferRange()
|
||||
{
|
||||
if (_dummyBuffer == BufferHandle.Null)
|
||||
{
|
||||
_dummyBuffer = _context.Renderer.CreateBuffer(DummyBufferSize, BufferAccess.DeviceMemory);
|
||||
_context.Renderer.Pipeline.ClearBuffer(_dummyBuffer, 0, DummyBufferSize, 0);
|
||||
}
|
||||
|
||||
return new BufferRange(_dummyBuffer, 0, DummyBufferSize);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the range for a sequential index buffer, with ever incrementing index values.
|
||||
/// </summary>
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue