// Copyright 2016 Dolphin Emulator Project // Licensed under GPLv2+ // Refer to the license.txt file included. #include #include "Common/Logging/LogManager.h" #include "Common/MsgHandler.h" #include "VideoBackends/Vulkan/CommandBufferManager.h" #include "VideoBackends/Vulkan/Constants.h" #include "VideoBackends/Vulkan/FramebufferManager.h" #include "VideoBackends/Vulkan/ObjectCache.h" #include "VideoBackends/Vulkan/PerfQuery.h" #include "VideoBackends/Vulkan/Renderer.h" #include "VideoBackends/Vulkan/StateTracker.h" #include "VideoBackends/Vulkan/SwapChain.h" #include "VideoBackends/Vulkan/TextureCache.h" #include "VideoBackends/Vulkan/VertexManager.h" #include "VideoBackends/Vulkan/VideoBackend.h" #include "VideoBackends/Vulkan/VulkanContext.h" #include "VideoCommon/OnScreenDisplay.h" #include "VideoCommon/VideoBackendBase.h" #include "VideoCommon/VideoConfig.h" #if defined(VK_USE_PLATFORM_MACOS_MVK) #include #endif namespace Vulkan { void VideoBackend::InitBackendInfo() { VulkanContext::PopulateBackendInfo(&g_Config); if (LoadVulkanLibrary()) { VkInstance temp_instance = VulkanContext::CreateVulkanInstance(false, false, false); if (temp_instance) { if (LoadVulkanInstanceFunctions(temp_instance)) { VulkanContext::GPUList gpu_list = VulkanContext::EnumerateGPUs(temp_instance); VulkanContext::PopulateBackendInfoAdapters(&g_Config, gpu_list); if (!gpu_list.empty()) { // Use the selected adapter, or the first to fill features. size_t device_index = static_cast(g_Config.iAdapter); if (device_index >= gpu_list.size()) device_index = 0; VkPhysicalDevice gpu = gpu_list[device_index]; VkPhysicalDeviceProperties properties; vkGetPhysicalDeviceProperties(gpu, &properties); VkPhysicalDeviceFeatures features; vkGetPhysicalDeviceFeatures(gpu, &features); VulkanContext::PopulateBackendInfoFeatures(&g_Config, gpu, properties, features); VulkanContext::PopulateBackendInfoMultisampleModes(&g_Config, gpu, properties); } } vkDestroyInstance(temp_instance, nullptr); } else { PanicAlert("Failed to create Vulkan instance."); } UnloadVulkanLibrary(); } else { PanicAlert("Failed to load Vulkan library."); } } // Helper method to check whether the Host GPU logging category is enabled. static bool IsHostGPULoggingEnabled() { return LogManager::GetInstance()->IsEnabled(LogTypes::HOST_GPU, LogTypes::LERROR); } // Helper method to determine whether to enable the debug report extension. static bool ShouldEnableDebugReports(bool enable_validation_layers) { // Enable debug reports if the Host GPU log option is checked, or validation layers are enabled. // The only issue here is that if Host GPU is not checked when the instance is created, the debug // report extension will not be enabled, requiring the game to be restarted before any reports // will be logged. Otherwise, we'd have to enable debug reports on every instance, when most // users will never check the Host GPU logging category. return enable_validation_layers || IsHostGPULoggingEnabled(); } bool VideoBackend::Initialize(const WindowSystemInfo& wsi) { if (!LoadVulkanLibrary()) { PanicAlert("Failed to load Vulkan library."); return false; } // Check for presence of the validation layers before trying to enable it bool enable_validation_layer = g_Config.bEnableValidationLayer; if (enable_validation_layer && !VulkanContext::CheckValidationLayerAvailablility()) { WARN_LOG(VIDEO, "Validation layer requested but not available, disabling."); enable_validation_layer = false; } // Create Vulkan instance, needed before we can create a surface, or enumerate devices. // We use this instance to fill in backend info, then re-use it for the actual device. bool enable_surface = wsi.render_surface != nullptr; bool enable_debug_reports = ShouldEnableDebugReports(enable_validation_layer); VkInstance instance = VulkanContext::CreateVulkanInstance(enable_surface, enable_debug_reports, enable_validation_layer); if (instance == VK_NULL_HANDLE) { PanicAlert("Failed to create Vulkan instance."); UnloadVulkanLibrary(); return false; } // Load instance function pointers. if (!LoadVulkanInstanceFunctions(instance)) { PanicAlert("Failed to load Vulkan instance functions."); vkDestroyInstance(instance, nullptr); UnloadVulkanLibrary(); return false; } // Obtain a list of physical devices (GPUs) from the instance. // We'll re-use this list later when creating the device. VulkanContext::GPUList gpu_list = VulkanContext::EnumerateGPUs(instance); if (gpu_list.empty()) { PanicAlert("No Vulkan physical devices available."); vkDestroyInstance(instance, nullptr); UnloadVulkanLibrary(); return false; } // Populate BackendInfo with as much information as we can at this point. VulkanContext::PopulateBackendInfo(&g_Config); VulkanContext::PopulateBackendInfoAdapters(&g_Config, gpu_list); // We need the surface before we can create a device, as some parameters depend on it. VkSurfaceKHR surface = VK_NULL_HANDLE; if (enable_surface) { surface = SwapChain::CreateVulkanSurface(instance, wsi.display_connection, wsi.render_surface); if (surface == VK_NULL_HANDLE) { PanicAlert("Failed to create Vulkan surface."); vkDestroyInstance(instance, nullptr); UnloadVulkanLibrary(); return false; } } // Since we haven't called InitializeShared yet, iAdapter may be out of range, // so we have to check it ourselves. size_t selected_adapter_index = static_cast(g_Config.iAdapter); if (selected_adapter_index >= gpu_list.size()) { WARN_LOG(VIDEO, "Vulkan adapter index out of range, selecting first adapter."); selected_adapter_index = 0; } // Now we can create the Vulkan device. VulkanContext takes ownership of the instance and surface. g_vulkan_context = VulkanContext::Create(instance, gpu_list[selected_adapter_index], surface, enable_debug_reports, enable_validation_layer); if (!g_vulkan_context) { PanicAlert("Failed to create Vulkan device"); UnloadVulkanLibrary(); return false; } // Since VulkanContext maintains a copy of the device features and properties, we can use this // to initialize the backend information, so that we don't need to enumerate everything again. VulkanContext::PopulateBackendInfoFeatures(&g_Config, g_vulkan_context->GetPhysicalDevice(), g_vulkan_context->GetDeviceProperties(), g_vulkan_context->GetDeviceFeatures()); VulkanContext::PopulateBackendInfoMultisampleModes( &g_Config, g_vulkan_context->GetPhysicalDevice(), g_vulkan_context->GetDeviceProperties()); // With the backend information populated, we can now initialize videocommon. InitializeShared(); // Create command buffers. We do this separately because the other classes depend on it. g_command_buffer_mgr = std::make_unique(g_Config.bBackendMultithreading); if (!g_command_buffer_mgr->Initialize()) { PanicAlert("Failed to create Vulkan command buffers"); Shutdown(); return false; } // Remaining classes are also dependent on object/shader cache. g_object_cache = std::make_unique(); g_shader_cache = std::make_unique(); if (!g_object_cache->Initialize() || !g_shader_cache->Initialize()) { PanicAlert("Failed to initialize Vulkan object cache."); Shutdown(); return false; } // Create swap chain. This has to be done early so that the target size is correct for auto-scale. std::unique_ptr swap_chain; if (surface != VK_NULL_HANDLE) { swap_chain = SwapChain::Create(wsi.display_connection, wsi.render_surface, surface, g_ActiveConfig.bVSyncActive); if (!swap_chain) { PanicAlert("Failed to create Vulkan swap chain."); Shutdown(); return false; } } // Create main wrapper instances. g_framebuffer_manager = std::make_unique(); g_renderer = std::make_unique(std::move(swap_chain), wsi.render_surface_scale); g_vertex_manager = std::make_unique(); g_texture_cache = std::make_unique(); ::g_shader_cache = std::make_unique(); g_perf_query = std::make_unique(); // Invoke init methods on main wrapper classes. // These have to be done before the others because the destructors // for the remaining classes may call methods on these. if (!StateTracker::CreateInstance() || !FramebufferManager::GetInstance()->Initialize() || !Renderer::GetInstance()->Initialize() || !VertexManager::GetInstance()->Initialize() || !TextureCache::GetInstance()->Initialize() || !PerfQuery::GetInstance()->Initialize() || !::g_shader_cache->Initialize()) { PanicAlert("Failed to initialize Vulkan classes."); Shutdown(); return false; } // Display the name so the user knows which device was actually created. INFO_LOG(VIDEO, "Vulkan Device: %s", g_vulkan_context->GetDeviceProperties().deviceName); return true; } void VideoBackend::Shutdown() { if (g_command_buffer_mgr) g_command_buffer_mgr->WaitForGPUIdle(); if (::g_shader_cache) ::g_shader_cache->Shutdown(); if (g_renderer) g_renderer->Shutdown(); g_perf_query.reset(); ::g_shader_cache.reset(); g_texture_cache.reset(); g_vertex_manager.reset(); g_renderer.reset(); g_framebuffer_manager.reset(); StateTracker::DestroyInstance(); if (g_shader_cache) g_shader_cache->Shutdown(); g_shader_cache.reset(); g_object_cache.reset(); g_command_buffer_mgr.reset(); g_vulkan_context.reset(); ShutdownShared(); UnloadVulkanLibrary(); } void VideoBackend::PrepareWindow(const WindowSystemInfo& wsi) { #if defined(VK_USE_PLATFORM_MACOS_MVK) // This is kinda messy, but it avoids having to write Objective C++ just to create a metal layer. id view = reinterpret_cast(wsi.render_surface); Class clsCAMetalLayer = objc_getClass("CAMetalLayer"); if (!clsCAMetalLayer) { ERROR_LOG(VIDEO, "Failed to get CAMetalLayer class."); return; } // [CAMetalLayer layer] id layer = reinterpret_cast(objc_msgSend)(objc_getClass("CAMetalLayer"), sel_getUid("layer")); if (!layer) { ERROR_LOG(VIDEO, "Failed to create Metal layer."); return; } // [view setWantsLayer:YES] reinterpret_cast(objc_msgSend)(view, sel_getUid("setWantsLayer:"), YES); // [view setLayer:layer] reinterpret_cast(objc_msgSend)(view, sel_getUid("setLayer:"), layer); // NSScreen* screen = [NSScreen mainScreen] id screen = reinterpret_cast(objc_msgSend)(objc_getClass("NSScreen"), sel_getUid("mainScreen")); // CGFloat factor = [screen backingScaleFactor] double factor = reinterpret_cast(objc_msgSend)(screen, sel_getUid("backingScaleFactor")); // layer.contentsScale = factor reinterpret_cast(objc_msgSend)(layer, sel_getUid("setContentsScale:"), factor); #endif } } // namespace Vulkan