This reverts the revert commit bc67fc97c3,
except for the changes in BaseConfigLoader.cpp, which caused the bug
that made us revert 72cf2bdb87. PR 12917
contains an improved change to BaseConfigLoader.cpp, which can be merged
(or rejected) independently.
A few changes have also been made based on review comments.
Prevent potential issues when creating the Graphics window (and thus
calling PopulateBackendInfo) while the core state is Stopping, like we
already do while it's Starting or Running.
Remove the PopulateBackendInfoFromUI function, which had a single caller
(GraphicsWindow::OnBackendChanged) and checked that the core wasn't
running or starting before calling PopulateBackendInfo.
Move the core state check into PopulateBackendInfo and have
OnBackendChanged call that instead. This guarantees the check is
performed by all callers of PopulateBackendInfo, preventing
potential reintroduction of the crash fixed in 3d4ae63f if another call
to PopulateBackendInfo is added.
As of the previous commit the only other caller of PopulateBackendInfo
is Core::Init shortly before s_state is set to Starting, so it will
always pass the check and so maintain its current behavior.
Fix a crash when opening the Graphics window for the first time during
emulation startup when the backend is Vulkan, D3D11, or D3D12.
Don't call PopulateBackendInfo() from the Host thread when the core is
starting up. First, the function has already been called in Core::Init()
so we don't need to again. More importantly, PopulateBackendInfo() calls
g_video_backend->InitBackendInfo(), and the Vulkan and D3D
implementations of those functions load and then unload libraries (and
their associated function pointers) which are potentially in use by
other threads.
This crash was reliably reproducible with the following steps:
1) Select an affected backend.
2) Enable "Compile Shaders Before Starting"
3) Delete the cached shaders (but not the .uidcache file) for the game
you're testing.
4) Close and reopen Dolphin.
5) Start the game.
6) While the game is still booting or compiling shaders, open the
Graphics window for the first time in that Dolphin session.
Fixes https://bugs.dolphin-emu.org/issues/13634.
If texture dumping is enabled, notify the user on emulation startup
using an On Screen Display message.
Also notify the user when texture dumping is toggled.
Addresses https://bugs.dolphin-emu.org/issues/12445.
Given how many member functions make use of the system instance,
it's likely just better to pass the system instance in on construction.
Makes the interface a little less noisy to use.
Almost all the virtual functions in Renderer are part of dolphin's
"graphics api abstraction layer", which has slowly formed over the
last decade or two.
Most of the work was done previously with the introduction of the
various "AbstractX" classes, associated with texture cache cleanups
and implementation of newer graphics APIs (Direct3D 12, Vulkan, Metal).
We are simply taking the last step and yeeting these functions out
of Renderer.
This "AbstractGfx" class is now completely agnostic of any details
from the flipper/hollywood GPU we are emulating, though somewhat
specialized.
(Will not build, this commit only contains changes outside VideoBackends)
The whole ownership model was getting a bit of a mess, with a some
of special cases to deal with. And I'm planning to make it even more
complex in the future.
So here is some upfront work to convert it over to reference counted
pointers.
... and refresh the config before populating the backend info, as the config (specifically iAdapter) needs to be set to correctly populate the backend info.
Before, the list of valid antialiasing modes was always determined from the first adapter on the list on startup, regardless of the adapter the user selected.
This adds about a frame of latency, and since most games don't change
VI registers during scanout, we can get away with outputting the XFB at
the start of scanout. WWE Crush Hour is the (only currently known)
exception, which has flickering problems when doing it this way.
This adds a path to perform the output at the end of scanout, and gates
it behind an option which defaults to using the latency-reducing
pre-scanout path.
SPDX standardizes how source code conveys its copyright and licensing
information. See https://spdx.github.io/spdx-spec/1-rationale/ . SPDX
tags are adopted in many large projects, including things like the Linux
kernel.