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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.
65 lines
2.3 KiB
C#
65 lines
2.3 KiB
C#
namespace Ryujinx.Graphics.Gpu.Shader
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{
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/// <summary>
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/// State used by the <see cref="GpuAccessor"/>.
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/// </summary>
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readonly struct GpuChannelComputeState
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{
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// New fields should be added to the end of the struct to keep disk shader cache compatibility.
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/// <summary>
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/// Local group size X of the compute shader.
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/// </summary>
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public readonly int LocalSizeX;
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/// <summary>
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/// Local group size Y of the compute shader.
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/// </summary>
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public readonly int LocalSizeY;
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/// <summary>
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/// Local group size Z of the compute shader.
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/// </summary>
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public readonly int LocalSizeZ;
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/// <summary>
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/// Local memory size of the compute shader.
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/// </summary>
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public readonly int LocalMemorySize;
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/// <summary>
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/// Shared memory size of the compute shader.
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/// </summary>
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public readonly int SharedMemorySize;
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/// <summary>
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/// Indicates that any storage buffer use is unaligned.
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/// </summary>
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public readonly bool HasUnalignedStorageBuffer;
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/// <summary>
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/// Creates a new GPU compute state.
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/// </summary>
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/// <param name="localSizeX">Local group size X of the compute shader</param>
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/// <param name="localSizeY">Local group size Y of the compute shader</param>
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/// <param name="localSizeZ">Local group size Z of the compute shader</param>
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/// <param name="localMemorySize">Local memory size of the compute shader</param>
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/// <param name="sharedMemorySize">Shared memory size of the compute shader</param>
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/// <param name="hasUnalignedStorageBuffer">Indicates that any storage buffer use is unaligned</param>
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public GpuChannelComputeState(
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int localSizeX,
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int localSizeY,
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int localSizeZ,
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int localMemorySize,
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int sharedMemorySize,
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bool hasUnalignedStorageBuffer)
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{
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LocalSizeX = localSizeX;
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LocalSizeY = localSizeY;
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LocalSizeZ = localSizeZ;
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LocalMemorySize = localMemorySize;
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SharedMemorySize = sharedMemorySize;
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HasUnalignedStorageBuffer = hasUnalignedStorageBuffer;
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}
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}
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}
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