mirror of
https://git.ryujinx.app/ryubing/ryujinx.git
synced 2026-04-26 08:23:00 +00:00
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.
20 lines
494 B
C#
20 lines
494 B
C#
using System.Collections.Generic;
|
|
|
|
namespace Ryujinx.Graphics.Shader.StructuredIr
|
|
{
|
|
class StructuredProgramInfo
|
|
{
|
|
public List<StructuredFunction> Functions { get; }
|
|
|
|
public HashSet<IoDefinition> IoDefinitions { get; }
|
|
|
|
public HelperFunctionsMask HelperFunctionsMask { get; set; }
|
|
|
|
public StructuredProgramInfo()
|
|
{
|
|
Functions = new List<StructuredFunction>();
|
|
|
|
IoDefinitions = new HashSet<IoDefinition>();
|
|
}
|
|
}
|
|
}
|