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Xenia for Mac?
Is there a way to Compile for Mac?
macOS doesn't meet quite a lot of the requirements for xenia.
Until it gets an updated openGL driver to support 4.5 or vulkan support (unlikely right now) xenia cannot run on mac.
Your best bet would be to dual boot and run xenia on windows.
even with that, there is still a huge amount of porting work needed. For example xenia currently relies on quite a few windows API calls
moltenvk isn't even free..
^ that too
seems unlikely
xbox means DirectX box. Macs do not have DirectX so I doubt there will ever be a version for Mac.
@Gamedev1909 Are you sure about that?
@MightyElemental but they can write OpenGL/Vulkan driver so it could work on Mac, it is possible, but not worth at actual state of xenia.
There is nothing stopping a OSX build from existing, other than a contributor who would make the necessary effort to get it building on OSX. The main contributors don't develop on OSX.
@gibbed the problem with OS X (at least for now) is awful graphics support. No vulkan and the max OpenGL version is OpenGL 4.2.
If mac gets proper graphics drivers I'd be more than happy to attempt to port the rest
Not even 4.2, it's 4.1 on the latest Mac OS. Being a graphics developer on Mac OS is a hard life.
Metal definitely has the features to host Xenia, but it'd be better to get the graphics subsystem closer to feature-complete/working before trying to port to yet another hardware backend.
You have no idea what you're talking about. Just stop.
So just contribute to porting Xenia upon OSX. Less wording, more coding.
C'mon, no one has worked on the emu in a month and you want someone to rewrite craploads of code so it runs on a mac?
Does Xenia definitely require features from OpenGL 4.5, or is that the minimum requirement because it's more convenient?
Maybe it would be possible to support 4.1 or 4.2 with some smaller scale reworking.
@petmac OpenGL is deprecated.
it seems MoltenVK went open source https://github.com/KhronosGroup/MoltenVK I am not a graphics dev so i have no idea how useful or feature-complete it is for xenia but i guess it's a glimmer of hope for those with a mac
- Fuck Apple and their refusal to use any industry standards and their shitty closed ecosystem
- OSX does not natively have Vulkan (MoltenVK is not native and it's not free) or anything past OpenGL 4.1 (you can find Drivers for Vulkan and OpenGL 4.5 on fucking Windows XP)
- Get a decent OS
Correction: MoltenVK went Opensource
@Gamedev1909 what's the difference between a peice of shit and a peice of shit 2? In this case not much since Apple barely do anything new with newer Mac OS releases. Its just a name and a number, they're both shit.
They added fan control and overclocking...
When Windows and Linux had this for years.
Also I do have macOS and OSX and it was a painful experience for me.
Drivers barely worked, UI was over simplified to the point where navigating system files was a pain and general usability is horrible for a power user like me.
This isn't even bringing up how much of a pain in the ass it is to setup MacOS on non-Apple hardware or even attempting to fix issues with OSX
No offense. But I just think this would be a waste of resources for the Xenia Team. Its been years and Xenia is still in its early stages and the team should put as their priority making it emulate Xbox 360 with the most precision possible so we can play more games on it. After all most people who use Mac are people who work in graphics design industry or Web Development. Most hardware and software programmers are using Linux or Windows as their main OS. Maybe when Xenia gets more stable the team can look forward in making it avalaible in the platform of good ol´ narcissistic Steve Jobs. Right now it would be just a waste of resources and time when the emulator is still in early stages. There are more important things to fix right now.
On Mon, Feb 26, 2018 at 5:34 PM, Gamedev1909 [email protected] wrote:
Yet 10.13.4 just changed and overhauled the entire driver set for amd added fan control and overclocking heck a guy built a app for it again judge all you want but dont talk shit if you dont have macos
Sent from my iPhone
On Feb 26, 2018, at 4:31 PM, 0x7FFFFFFF [email protected] wrote:
@Gamedev1909 what's the difference between a peice of shit and a price of shit 2? In this case not much since Apple barely do anything new with newer Mac OS releases. Its just a name and a number.
— You are receiving this because you were mentioned.
Reply to this email directly, view it on GitHub, or mute the thread.
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this thread got really off topic really quickly... I was only pointing out moltenvk is now available for future reference.
Since Hackintosh can achieve very high performance hardware spec, when xenia is feature complete, I strongly suggest porting it to MacOS also expecting that I can offer some practical work.
Metal has no way to swizzle so its semi pointless unless in 7 days metal 3 has swizzle ability
This is unfortunately true. RPCS3 was able to work around this in https://github.com/RPCS3/rpcs3/pull/5024
It also doesn't support geometry shaders, which are needed for clear rectangles, and some significant memory usage optimization features used in the new Xenia renderer — sparse resources and heap aliasing.
@Triang3l oh, interesting! I'd like to know more. How are the geometry shaders used for clears? Are sparse resources and heap aliasing non-optional in your Vulkan renderer?
@kvark Xenos clear render targets by drawing a large rectangle, however, only 3 vertices are submitted, so we need to reconstruct another one in a geometry shader from the 3 vertices we have, after the vertex shader is done.
Regarding the memory-saving features: I was talking about my Direct3D 12 renderer rewrite, but this applies to Vulkan as well. They are optional, but definitely help reduce video memory usage.
I'm using a 512 MB buffer to emulate physical memory layout for texture untiling/tiling and vertex fetch because it increases performance (no need to maintain vertex caches) and accuracy (allows for weird render to texture cases, including horizontal predicated tiling). However, games don't necessarily use all those 512 megabytes for textures and vertex buffers, so it's better to allocate that buffer in smaller parts.
Resource aliasing is great for render targets since they're transient on the Xbox 360 due to EDRAM. Without aliasing of heap contents, memory would have to be allocated for every used size and format combination, but arbitrary allocation in heaps lets us reuse the memory backing render targets and simply create views of it with different sizes and formats.
What features does Xenia depend on? anything heavily used? if someone goes through the hassle of reducing ogl support and falling back features it would run but at less performance. blame apple really also moltenvk isn't as ideal since the limitations imposed by apple still makes some things impossible. yet there's no point, especially since Mojave is removing OpenGL.
OpenGL is being deprecated, not removed... Yet.
@petmac OpenGL has been completely removed from Xenia for a while