// Copyright 2011 Dolphin Emulator Project // Licensed under GPLv2+ // Refer to the license.txt file included. #include "VideoCommon/VideoBackendBase.h" #include #include #include #include #include #include "Common/ChunkFile.h" #include "Common/CommonTypes.h" #include "Common/Event.h" #include "Common/Logging/Log.h" #include "Core/ConfigManager.h" #include "Core/Core.h" #include "Core/Host.h" // TODO: ugly #ifdef _WIN32 #include "VideoBackends/D3D/VideoBackend.h" #endif #include "VideoBackends/Null/VideoBackend.h" #include "VideoBackends/OGL/VideoBackend.h" #include "VideoBackends/Software/VideoBackend.h" #include "VideoBackends/Vulkan/VideoBackend.h" #include "VideoCommon/AsyncRequests.h" #include "VideoCommon/BPStructs.h" #include "VideoCommon/CPMemory.h" #include "VideoCommon/CommandProcessor.h" #include "VideoCommon/Fifo.h" #include "VideoCommon/GeometryShaderManager.h" #include "VideoCommon/IndexGenerator.h" #include "VideoCommon/OnScreenDisplay.h" #include "VideoCommon/OpcodeDecoding.h" #include "VideoCommon/PixelEngine.h" #include "VideoCommon/PixelShaderManager.h" #include "VideoCommon/RenderBase.h" #include "VideoCommon/TextureCacheBase.h" #include "VideoCommon/VertexLoaderManager.h" #include "VideoCommon/VertexShaderManager.h" #include "VideoCommon/VideoConfig.h" #include "VideoCommon/VideoState.h" std::vector> g_available_video_backends; VideoBackendBase* g_video_backend = nullptr; static VideoBackendBase* s_default_backend = nullptr; #ifdef _WIN32 #include // Nvidia drivers >= v302 will check if the application exports a global // variable named NvOptimusEnablement to know if it should run the app in high // performance graphics mode or using the IGP. extern "C" { __declspec(dllexport) DWORD NvOptimusEnablement = 1; } #endif void VideoBackendBase::Video_ExitLoop() { Fifo::ExitGpuLoop(); } // Run from the CPU thread (from VideoInterface.cpp) void VideoBackendBase::Video_BeginField(u32 xfb_addr, u32 fb_width, u32 fb_stride, u32 fb_height, u64 ticks) { if (m_initialized && g_renderer && !g_ActiveConfig.bImmediateXFB) { Fifo::SyncGPU(Fifo::SyncGPUReason::Swap); AsyncRequests::Event e; e.time = ticks; e.type = AsyncRequests::Event::SWAP_EVENT; e.swap_event.xfbAddr = xfb_addr; e.swap_event.fbWidth = fb_width; e.swap_event.fbStride = fb_stride; e.swap_event.fbHeight = fb_height; AsyncRequests::GetInstance()->PushEvent(e, false); } } u32 VideoBackendBase::Video_AccessEFB(EFBAccessType type, u32 x, u32 y, u32 data) { if (!g_ActiveConfig.bEFBAccessEnable || x >= EFB_WIDTH || y >= EFB_HEIGHT) { return 0; } if (type == EFBAccessType::PokeColor || type == EFBAccessType::PokeZ) { AsyncRequests::Event e; e.type = type == EFBAccessType::PokeColor ? AsyncRequests::Event::EFB_POKE_COLOR : AsyncRequests::Event::EFB_POKE_Z; e.time = 0; e.efb_poke.data = data; e.efb_poke.x = x; e.efb_poke.y = y; AsyncRequests::GetInstance()->PushEvent(e, false); return 0; } else { AsyncRequests::Event e; u32 result; e.type = type == EFBAccessType::PeekColor ? AsyncRequests::Event::EFB_PEEK_COLOR : AsyncRequests::Event::EFB_PEEK_Z; e.time = 0; e.efb_peek.x = x; e.efb_peek.y = y; e.efb_peek.data = &result; AsyncRequests::GetInstance()->PushEvent(e, true); return result; } } u32 VideoBackendBase::Video_GetQueryResult(PerfQueryType type) { if (!g_perf_query->ShouldEmulate()) { return 0; } Fifo::SyncGPU(Fifo::SyncGPUReason::PerfQuery); AsyncRequests::Event e; e.time = 0; e.type = AsyncRequests::Event::PERF_QUERY; if (!g_perf_query->IsFlushed()) AsyncRequests::GetInstance()->PushEvent(e, true); return g_perf_query->GetQueryResult(type); } u16 VideoBackendBase::Video_GetBoundingBox(int index) { if (!g_ActiveConfig.bBBoxEnable) { static bool warn_once = true; if (warn_once) { ERROR_LOG(VIDEO, "BBox shall be used but it is disabled. Please use a gameini to enable it " "for this game."); } warn_once = false; return 0; } if (!g_ActiveConfig.backend_info.bSupportsBBox) { static bool warn_once = true; if (warn_once) { PanicAlertT("This game requires bounding box emulation to run properly but your graphics " "card or its drivers do not support it. As a result you will experience bugs or " "freezes while running this game."); } warn_once = false; return 0; } Fifo::SyncGPU(Fifo::SyncGPUReason::BBox); AsyncRequests::Event e; u16 result; e.time = 0; e.type = AsyncRequests::Event::BBOX_READ; e.bbox.index = index; e.bbox.data = &result; AsyncRequests::GetInstance()->PushEvent(e, true); return result; } void VideoBackendBase::PopulateList() { // OGL > D3D11 > Vulkan > SW > Null g_available_video_backends.push_back(std::make_unique()); #ifdef _WIN32 g_available_video_backends.push_back(std::make_unique()); #endif g_available_video_backends.push_back(std::make_unique()); g_available_video_backends.push_back(std::make_unique()); g_available_video_backends.push_back(std::make_unique()); const auto iter = std::find_if(g_available_video_backends.begin(), g_available_video_backends.end(), [](const auto& backend) { return backend != nullptr; }); if (iter == g_available_video_backends.end()) return; s_default_backend = iter->get(); g_video_backend = iter->get(); } void VideoBackendBase::ClearList() { g_available_video_backends.clear(); } void VideoBackendBase::ActivateBackend(const std::string& name) { // If empty, set it to the default backend (expected behavior) if (name.empty()) g_video_backend = s_default_backend; const auto iter = std::find_if(g_available_video_backends.begin(), g_available_video_backends.end(), [&name](const auto& backend) { return name == backend->GetName(); }); if (iter == g_available_video_backends.end()) return; g_video_backend = iter->get(); } void VideoBackendBase::PopulateBackendInfo() { // If the core is running, the backend info will have been populated already. // If we did it here, the UI thread can race with the with the GPU thread. if (Core::IsRunning()) return; // We refresh the config after initializing the backend info, as system-specific settings // such as anti-aliasing, or the selected adapter may be invalid, and should be checked. ActivateBackend(SConfig::GetInstance().m_strVideoBackend); g_video_backend->InitBackendInfo(); g_Config.Refresh(); } // Run from the CPU thread void VideoBackendBase::DoState(PointerWrap& p) { bool software = false; p.Do(software); if (p.GetMode() == PointerWrap::MODE_READ && software == true) { // change mode to abort load of incompatible save state. p.SetMode(PointerWrap::MODE_VERIFY); } VideoCommon_DoState(p); p.DoMarker("VideoCommon"); // Refresh state. if (p.GetMode() == PointerWrap::MODE_READ) { m_invalid = true; // Clear all caches that touch RAM // (? these don't appear to touch any emulation state that gets saved. moved to on load only.) VertexLoaderManager::MarkAllDirty(); } } void VideoBackendBase::CheckInvalidState() { if (m_invalid) { m_invalid = false; BPReload(); g_texture_cache->Invalidate(); } } void VideoBackendBase::InitializeShared() { memset(&g_main_cp_state, 0, sizeof(g_main_cp_state)); memset(&g_preprocess_cp_state, 0, sizeof(g_preprocess_cp_state)); memset(texMem, 0, TMEM_SIZE); // do not initialize again for the config window m_initialized = true; m_invalid = false; CommandProcessor::Init(); Fifo::Init(); OpcodeDecoder::Init(); PixelEngine::Init(); BPInit(); VertexLoaderManager::Init(); IndexGenerator::Init(); VertexShaderManager::Init(); GeometryShaderManager::Init(); PixelShaderManager::Init(); g_Config.VerifyValidity(); UpdateActiveConfig(); } void VideoBackendBase::ShutdownShared() { m_initialized = false; VertexLoaderManager::Clear(); Fifo::Shutdown(); }