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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. |
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| .. | ||
| DiskCache | ||
| HashTable | ||
| CachedShaderBindings.cs | ||
| CachedShaderProgram.cs | ||
| CachedShaderStage.cs | ||
| ComputeShaderCacheHashTable.cs | ||
| GpuAccessor.cs | ||
| GpuAccessorBase.cs | ||
| GpuAccessorState.cs | ||
| GpuChannelComputeState.cs | ||
| GpuChannelGraphicsState.cs | ||
| GpuChannelPoolState.cs | ||
| ResourceCounts.cs | ||
| ShaderAddresses.cs | ||
| ShaderAsCompute.cs | ||
| ShaderCache.cs | ||
| ShaderCacheHashTable.cs | ||
| ShaderCacheState.cs | ||
| ShaderCodeAccessor.cs | ||
| ShaderDumper.cs | ||
| ShaderDumpPaths.cs | ||
| ShaderInfoBuilder.cs | ||
| ShaderSpecializationList.cs | ||
| ShaderSpecializationState.cs | ||
| TransformFeedbackDescriptor.cs | ||