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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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@@ -147,6 +147,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed.ComputeDraw
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{
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_vacContext.VertexInfoBufferUpdater.SetVertexStride(index, 0, componentsCount);
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_vacContext.VertexInfoBufferUpdater.SetVertexOffset(index, 0, 0);
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SetDummyBufferTexture(_vertexAsCompute.Reservations, index, format);
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continue;
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}
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@@ -162,12 +163,15 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed.ComputeDraw
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{
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_vacContext.VertexInfoBufferUpdater.SetVertexStride(index, 0, componentsCount);
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_vacContext.VertexInfoBufferUpdater.SetVertexOffset(index, 0, 0);
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SetDummyBufferTexture(_vertexAsCompute.Reservations, index, format);
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continue;
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}
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int vbStride = vertexBuffer.UnpackStride();
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ulong vbSize = GetVertexBufferSize(address, endAddress.Pack(), vbStride, _indexed, instanced, _firstVertex, _count);
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ulong oldVbSize = vbSize;
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ulong attributeOffset = (ulong)vertexAttrib.UnpackOffset();
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int componentSize = format.GetScalarSize();
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@@ -340,6 +344,20 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed.ComputeDraw
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return maxOutputVertices / verticesPerPrimitive;
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}
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/// <summary>
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/// Binds a dummy buffer as vertex buffer into a buffer texture.
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/// </summary>
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/// <param name="reservations">Shader resource binding reservations</param>
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/// <param name="index">Buffer texture index</param>
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/// <param name="format">Buffer texture format</param>
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private readonly void SetDummyBufferTexture(ResourceReservations reservations, int index, Format format)
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{
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ITexture bufferTexture = _vacContext.EnsureBufferTexture(index + 2, format);
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bufferTexture.SetStorage(_vacContext.GetDummyBufferRange());
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_context.Renderer.Pipeline.SetTextureAndSampler(ShaderStage.Compute, reservations.GetVertexBufferTextureBinding(index), bufferTexture, null);
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}
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/// <summary>
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/// Binds a vertex buffer into a buffer texture.
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/// </summary>
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