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EXPERIMENTAL: Metal backend (#441)
This is not a continuation of the Metal backend; this is simply bringing the branch up to date and merging it as-is behind an experiment. --------- Co-authored-by: Isaac Marovitz <isaacryu@icloud.com> Co-authored-by: Samuliak <samuliak77@gmail.com> Co-authored-by: SamoZ256 <96914946+SamoZ256@users.noreply.github.com> Co-authored-by: Isaac Marovitz <42140194+IsaacMarovitz@users.noreply.github.com> Co-authored-by: riperiperi <rhy3756547@hotmail.com> Co-authored-by: Gabriel A <gab.dark.100@gmail.com>
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@ -305,14 +305,15 @@ namespace Ryujinx.UI.Common.Configuration
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private static GraphicsBackend DefaultGraphicsBackend()
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{
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// Any system running macOS or returning any amount of valid Vulkan devices should default to Vulkan.
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// Checks for if the Vulkan version and featureset is compatible should be performed within VulkanRenderer.
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if (OperatingSystem.IsMacOS() || VulkanRenderer.GetPhysicalDevices().Length > 0)
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{
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return GraphicsBackend.Vulkan;
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}
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// Any system running macOS should default to auto, so it uses Vulkan everywhere and Metal in games where it works well.
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if (OperatingSystem.IsMacOS())
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return GraphicsBackend.Auto;
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return GraphicsBackend.OpenGl;
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}
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}
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// Any system returning any amount of valid Vulkan devices should default to Vulkan.
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// Checks for if the Vulkan version and featureset is compatible should be performed within VulkanRenderer.
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return VulkanRenderer.GetPhysicalDevices().Length > 0
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? GraphicsBackend.Vulkan
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: GraphicsBackend.OpenGl;
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}
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}
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}
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