325 lines
9.0 KiB
C++
325 lines
9.0 KiB
C++
// Copyright 2011 Dolphin Emulator Project
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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#include "VideoCommon/VideoBackendBase.h"
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#include <algorithm>
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#include <cstring>
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#include <memory>
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#include <string>
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#include <vector>
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#include "fmt/format.h"
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#include "Common/ChunkFile.h"
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#include "Common/CommonTypes.h"
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#include "Common/Config/Config.h"
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#include "Common/Event.h"
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#include "Common/Logging/Log.h"
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#include "Core/Config/MainSettings.h"
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#include "Core/ConfigManager.h"
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#include "Core/Core.h"
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// OpenGL is not available on Windows-on-ARM64
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#if !defined(_WIN32) || !defined(_M_ARM64)
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#define HAS_OPENGL 1
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#endif
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// TODO: ugly
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#ifdef _WIN32
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#include "VideoBackends/D3D/VideoBackend.h"
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#include "VideoBackends/D3D12/VideoBackend.h"
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#endif
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#include "VideoBackends/Null/VideoBackend.h"
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#ifdef HAS_OPENGL
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#include "VideoBackends/OGL/VideoBackend.h"
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#include "VideoBackends/Software/VideoBackend.h"
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#endif
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#include "VideoBackends/Vulkan/VideoBackend.h"
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#include "VideoCommon/AsyncRequests.h"
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#include "VideoCommon/BPStructs.h"
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#include "VideoCommon/CPMemory.h"
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#include "VideoCommon/CommandProcessor.h"
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#include "VideoCommon/Fifo.h"
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#include "VideoCommon/GeometryShaderManager.h"
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#include "VideoCommon/IndexGenerator.h"
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#include "VideoCommon/OpcodeDecoding.h"
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#include "VideoCommon/PixelEngine.h"
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#include "VideoCommon/PixelShaderManager.h"
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#include "VideoCommon/RenderBase.h"
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#include "VideoCommon/TextureCacheBase.h"
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#include "VideoCommon/VertexLoaderManager.h"
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#include "VideoCommon/VertexManagerBase.h"
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#include "VideoCommon/VertexShaderManager.h"
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#include "VideoCommon/VideoCommon.h"
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#include "VideoCommon/VideoConfig.h"
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#include "VideoCommon/VideoState.h"
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std::vector<std::unique_ptr<VideoBackendBase>> g_available_video_backends;
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VideoBackendBase* g_video_backend = nullptr;
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static VideoBackendBase* s_default_backend = nullptr;
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#ifdef _WIN32
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#include <windows.h>
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// Nvidia drivers >= v302 will check if the application exports a global
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// variable named NvOptimusEnablement to know if it should run the app in high
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// performance graphics mode or using the IGP.
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extern "C" {
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__declspec(dllexport) DWORD NvOptimusEnablement = 1;
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}
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#endif
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std::string VideoBackendBase::BadShaderFilename(const char* shader_stage, int counter)
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{
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return fmt::format("{}bad_{}_{}_{}.txt", File::GetUserPath(D_DUMP_IDX), shader_stage,
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g_video_backend->GetName(), counter);
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}
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void VideoBackendBase::Video_ExitLoop()
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{
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Fifo::ExitGpuLoop();
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}
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// Run from the CPU thread (from VideoInterface.cpp)
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void VideoBackendBase::Video_BeginField(u32 xfb_addr, u32 fb_width, u32 fb_stride, u32 fb_height,
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u64 ticks)
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{
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if (m_initialized && g_renderer && !g_ActiveConfig.bImmediateXFB)
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{
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Fifo::SyncGPU(Fifo::SyncGPUReason::Swap);
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AsyncRequests::Event e;
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e.time = ticks;
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e.type = AsyncRequests::Event::SWAP_EVENT;
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e.swap_event.xfbAddr = xfb_addr;
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e.swap_event.fbWidth = fb_width;
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e.swap_event.fbStride = fb_stride;
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e.swap_event.fbHeight = fb_height;
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AsyncRequests::GetInstance()->PushEvent(e, false);
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}
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}
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u32 VideoBackendBase::Video_AccessEFB(EFBAccessType type, u32 x, u32 y, u32 data)
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{
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if (!g_ActiveConfig.bEFBAccessEnable || x >= EFB_WIDTH || y >= EFB_HEIGHT)
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{
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return 0;
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}
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if (type == EFBAccessType::PokeColor || type == EFBAccessType::PokeZ)
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{
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AsyncRequests::Event e;
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e.type = type == EFBAccessType::PokeColor ? AsyncRequests::Event::EFB_POKE_COLOR :
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AsyncRequests::Event::EFB_POKE_Z;
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e.time = 0;
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e.efb_poke.data = data;
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e.efb_poke.x = x;
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e.efb_poke.y = y;
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AsyncRequests::GetInstance()->PushEvent(e, false);
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return 0;
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}
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else
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{
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AsyncRequests::Event e;
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u32 result;
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e.type = type == EFBAccessType::PeekColor ? AsyncRequests::Event::EFB_PEEK_COLOR :
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AsyncRequests::Event::EFB_PEEK_Z;
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e.time = 0;
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e.efb_peek.x = x;
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e.efb_peek.y = y;
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e.efb_peek.data = &result;
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AsyncRequests::GetInstance()->PushEvent(e, true);
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return result;
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}
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}
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u32 VideoBackendBase::Video_GetQueryResult(PerfQueryType type)
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{
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if (!g_perf_query->ShouldEmulate())
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{
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return 0;
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}
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Fifo::SyncGPU(Fifo::SyncGPUReason::PerfQuery);
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AsyncRequests::Event e;
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e.time = 0;
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e.type = AsyncRequests::Event::PERF_QUERY;
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if (!g_perf_query->IsFlushed())
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AsyncRequests::GetInstance()->PushEvent(e, true);
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return g_perf_query->GetQueryResult(type);
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}
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u16 VideoBackendBase::Video_GetBoundingBox(int index)
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{
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if (!g_ActiveConfig.bBBoxEnable)
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{
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static bool warn_once = true;
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if (warn_once)
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{
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ERROR_LOG(VIDEO, "BBox shall be used but it is disabled. Please use a gameini to enable it "
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"for this game.");
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}
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warn_once = false;
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return 0;
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}
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if (!g_ActiveConfig.backend_info.bSupportsBBox)
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{
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static bool warn_once = true;
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if (warn_once)
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{
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PanicAlertT("This game requires bounding box emulation to run properly but your graphics "
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"card or its drivers do not support it. As a result you will experience bugs or "
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"freezes while running this game.");
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}
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warn_once = false;
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return 0;
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}
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Fifo::SyncGPU(Fifo::SyncGPUReason::BBox);
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AsyncRequests::Event e;
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u16 result;
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e.time = 0;
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e.type = AsyncRequests::Event::BBOX_READ;
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e.bbox.index = index;
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e.bbox.data = &result;
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AsyncRequests::GetInstance()->PushEvent(e, true);
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return result;
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}
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// This function is called at static initialization, so we can't rely on s_default_backend being set
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std::string VideoBackendBase::GetDefaultBackendName()
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{
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#ifdef HAS_OPENGL
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return OGL::VideoBackend::NAME;
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#elif defined(_WIN32)
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return DX11::VideoBackend::NAME;
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#else
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return Vulkan::VideoBackend::NAME;
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#endif
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}
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void VideoBackendBase::PopulateList()
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{
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// OGL > D3D11 > D3D12 > Vulkan > SW > Null
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#ifdef HAS_OPENGL
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g_available_video_backends.push_back(std::make_unique<OGL::VideoBackend>());
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#endif
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#ifdef _WIN32
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g_available_video_backends.push_back(std::make_unique<DX11::VideoBackend>());
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g_available_video_backends.push_back(std::make_unique<DX12::VideoBackend>());
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#endif
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g_available_video_backends.push_back(std::make_unique<Vulkan::VideoBackend>());
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#ifdef HAS_OPENGL
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g_available_video_backends.push_back(std::make_unique<SW::VideoSoftware>());
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#endif
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g_available_video_backends.push_back(std::make_unique<Null::VideoBackend>());
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const auto iter =
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std::find_if(g_available_video_backends.begin(), g_available_video_backends.end(),
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[](const auto& backend) { return backend != nullptr; });
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if (iter == g_available_video_backends.end())
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return;
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s_default_backend = iter->get();
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g_video_backend = iter->get();
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}
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void VideoBackendBase::ClearList()
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{
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g_available_video_backends.clear();
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}
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void VideoBackendBase::ActivateBackend(const std::string& name)
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{
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// If empty, set it to the default backend (expected behavior)
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if (name.empty())
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g_video_backend = s_default_backend;
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const auto iter =
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std::find_if(g_available_video_backends.begin(), g_available_video_backends.end(),
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[&name](const auto& backend) { return name == backend->GetName(); });
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if (iter == g_available_video_backends.end())
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return;
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g_video_backend = iter->get();
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}
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void VideoBackendBase::PopulateBackendInfo()
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{
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// We refresh the config after initializing the backend info, as system-specific settings
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// such as anti-aliasing, or the selected adapter may be invalid, and should be checked.
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ActivateBackend(Config::Get(Config::MAIN_GFX_BACKEND));
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g_video_backend->InitBackendInfo();
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g_Config.Refresh();
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}
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void VideoBackendBase::PopulateBackendInfoFromUI()
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{
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// If the core is running, the backend info will have been populated already.
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// If we did it here, the UI thread can race with the with the GPU thread.
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if (!Core::IsRunning())
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PopulateBackendInfo();
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}
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void VideoBackendBase::DoState(PointerWrap& p)
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{
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if (!SConfig::GetInstance().bCPUThread)
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{
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VideoCommon_DoState(p);
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return;
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}
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AsyncRequests::Event ev = {};
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ev.do_save_state.p = &p;
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ev.type = AsyncRequests::Event::DO_SAVE_STATE;
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AsyncRequests::GetInstance()->PushEvent(ev, true);
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// Let the GPU thread sleep after loading the state, so we're not spinning if paused after loading
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// a state. The next GP burst will wake it up again.
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Fifo::GpuMaySleep();
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}
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void VideoBackendBase::InitializeShared()
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{
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memset(&g_main_cp_state, 0, sizeof(g_main_cp_state));
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memset(&g_preprocess_cp_state, 0, sizeof(g_preprocess_cp_state));
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memset(texMem, 0, TMEM_SIZE);
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// do not initialize again for the config window
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m_initialized = true;
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CommandProcessor::Init();
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Fifo::Init();
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OpcodeDecoder::Init();
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PixelEngine::Init();
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BPInit();
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VertexLoaderManager::Init();
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VertexShaderManager::Init();
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GeometryShaderManager::Init();
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PixelShaderManager::Init();
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g_Config.VerifyValidity();
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UpdateActiveConfig();
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}
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void VideoBackendBase::ShutdownShared()
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{
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m_initialized = false;
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VertexLoaderManager::Clear();
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Fifo::Shutdown();
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}
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