330 lines
12 KiB
C++
330 lines
12 KiB
C++
// Copyright 2016 Dolphin Emulator Project
|
|
// SPDX-License-Identifier: GPL-2.0-or-later
|
|
|
|
#include "VideoBackends/Vulkan/VideoBackend.h"
|
|
|
|
#include <vector>
|
|
|
|
#include "Common/Logging/LogManager.h"
|
|
#include "Common/MsgHandler.h"
|
|
|
|
#include "VideoBackends/Vulkan/CommandBufferManager.h"
|
|
#include "VideoBackends/Vulkan/Constants.h"
|
|
#include "VideoBackends/Vulkan/ObjectCache.h"
|
|
#include "VideoBackends/Vulkan/StateTracker.h"
|
|
#include "VideoBackends/Vulkan/VKPerfQuery.h"
|
|
#include "VideoBackends/Vulkan/VKRenderer.h"
|
|
#include "VideoBackends/Vulkan/VKSwapChain.h"
|
|
#include "VideoBackends/Vulkan/VKVertexManager.h"
|
|
#include "VideoBackends/Vulkan/VulkanContext.h"
|
|
|
|
#include "VideoCommon/FramebufferManager.h"
|
|
#include "VideoCommon/TextureCacheBase.h"
|
|
#include "VideoCommon/VideoBackendBase.h"
|
|
#include "VideoCommon/VideoConfig.h"
|
|
|
|
#if defined(VK_USE_PLATFORM_METAL_EXT)
|
|
#include <objc/message.h>
|
|
#endif
|
|
|
|
namespace Vulkan
|
|
{
|
|
void VideoBackend::InitBackendInfo()
|
|
{
|
|
VulkanContext::PopulateBackendInfo(&g_Config);
|
|
|
|
if (LoadVulkanLibrary())
|
|
{
|
|
u32 vk_api_version = 0;
|
|
VkInstance temp_instance = VulkanContext::CreateVulkanInstance(WindowSystemType::Headless,
|
|
false, false, &vk_api_version);
|
|
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<size_t>(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
|
|
{
|
|
PanicAlertFmt("Failed to create Vulkan instance.");
|
|
}
|
|
|
|
UnloadVulkanLibrary();
|
|
}
|
|
else
|
|
{
|
|
PanicAlertFmt("Failed to load Vulkan library.");
|
|
}
|
|
}
|
|
|
|
// Helper method to check whether the Host GPU logging category is enabled.
|
|
static bool IsHostGPULoggingEnabled()
|
|
{
|
|
return Common::Log::LogManager::GetInstance()->IsEnabled(Common::Log::LogType::HOST_GPU,
|
|
Common::Log::LogLevel::LERROR);
|
|
}
|
|
|
|
// Helper method to determine whether to enable the debug utils extension.
|
|
static bool ShouldEnableDebugUtils(bool enable_validation_layers)
|
|
{
|
|
// Enable debug utils 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 utils 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())
|
|
{
|
|
PanicAlertFmt("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_FMT(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.type != WindowSystemType::Headless;
|
|
bool enable_debug_utils = ShouldEnableDebugUtils(enable_validation_layer);
|
|
u32 vk_api_version = 0;
|
|
VkInstance instance = VulkanContext::CreateVulkanInstance(
|
|
wsi.type, enable_debug_utils, enable_validation_layer, &vk_api_version);
|
|
if (instance == VK_NULL_HANDLE)
|
|
{
|
|
PanicAlertFmt("Failed to create Vulkan instance.");
|
|
UnloadVulkanLibrary();
|
|
return false;
|
|
}
|
|
|
|
// Load instance function pointers.
|
|
if (!LoadVulkanInstanceFunctions(instance))
|
|
{
|
|
PanicAlertFmt("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())
|
|
{
|
|
PanicAlertFmt("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);
|
|
if (surface == VK_NULL_HANDLE)
|
|
{
|
|
PanicAlertFmt("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<size_t>(g_Config.iAdapter);
|
|
if (selected_adapter_index >= gpu_list.size())
|
|
{
|
|
WARN_LOG_FMT(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_utils,
|
|
enable_validation_layer, vk_api_version);
|
|
if (!g_vulkan_context)
|
|
{
|
|
PanicAlertFmt("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());
|
|
g_Config.backend_info.bSupportsExclusiveFullscreen =
|
|
enable_surface && g_vulkan_context->SupportsExclusiveFullscreen(wsi, surface);
|
|
|
|
// 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<CommandBufferManager>(g_Config.bBackendMultithreading);
|
|
if (!g_command_buffer_mgr->Initialize())
|
|
{
|
|
PanicAlertFmt("Failed to create Vulkan command buffers");
|
|
Shutdown();
|
|
return false;
|
|
}
|
|
|
|
// Remaining classes are also dependent on object cache.
|
|
g_object_cache = std::make_unique<ObjectCache>();
|
|
if (!g_object_cache->Initialize())
|
|
{
|
|
PanicAlertFmt("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<SwapChain> swap_chain;
|
|
if (surface != VK_NULL_HANDLE)
|
|
{
|
|
swap_chain = SwapChain::Create(wsi, surface, g_ActiveConfig.bVSyncActive);
|
|
if (!swap_chain)
|
|
{
|
|
PanicAlertFmt("Failed to create Vulkan swap chain.");
|
|
Shutdown();
|
|
return false;
|
|
}
|
|
}
|
|
|
|
if (!StateTracker::CreateInstance())
|
|
{
|
|
PanicAlertFmt("Failed to create state tracker");
|
|
Shutdown();
|
|
return false;
|
|
}
|
|
|
|
// Create main wrapper instances.
|
|
g_renderer = std::make_unique<Renderer>(std::move(swap_chain), wsi.render_surface_scale);
|
|
g_vertex_manager = std::make_unique<VertexManager>();
|
|
g_shader_cache = std::make_unique<VideoCommon::ShaderCache>();
|
|
g_framebuffer_manager = std::make_unique<FramebufferManager>();
|
|
g_texture_cache = std::make_unique<TextureCacheBase>();
|
|
g_perf_query = std::make_unique<PerfQuery>();
|
|
|
|
if (!g_vertex_manager->Initialize() || !g_shader_cache->Initialize() ||
|
|
!g_renderer->Initialize() || !g_framebuffer_manager->Initialize() ||
|
|
!g_texture_cache->Initialize() || !PerfQuery::GetInstance()->Initialize())
|
|
{
|
|
PanicAlertFmt("Failed to initialize renderer classes");
|
|
Shutdown();
|
|
return false;
|
|
}
|
|
|
|
g_shader_cache->InitializeShaderCache();
|
|
return true;
|
|
}
|
|
|
|
void VideoBackend::Shutdown()
|
|
{
|
|
if (g_vulkan_context)
|
|
vkDeviceWaitIdle(g_vulkan_context->GetDevice());
|
|
|
|
if (g_shader_cache)
|
|
g_shader_cache->Shutdown();
|
|
|
|
if (g_object_cache)
|
|
g_object_cache->Shutdown();
|
|
|
|
if (g_renderer)
|
|
g_renderer->Shutdown();
|
|
|
|
g_perf_query.reset();
|
|
g_texture_cache.reset();
|
|
g_framebuffer_manager.reset();
|
|
g_shader_cache.reset();
|
|
g_vertex_manager.reset();
|
|
g_renderer.reset();
|
|
g_object_cache.reset();
|
|
StateTracker::DestroyInstance();
|
|
g_command_buffer_mgr.reset();
|
|
g_vulkan_context.reset();
|
|
ShutdownShared();
|
|
UnloadVulkanLibrary();
|
|
}
|
|
|
|
void VideoBackend::PrepareWindow(WindowSystemInfo& wsi)
|
|
{
|
|
#if defined(VK_USE_PLATFORM_METAL_EXT)
|
|
// This is kinda messy, but it avoids having to write Objective C++ just to create a metal layer.
|
|
id view = reinterpret_cast<id>(wsi.render_surface);
|
|
Class clsCAMetalLayer = objc_getClass("CAMetalLayer");
|
|
if (!clsCAMetalLayer)
|
|
{
|
|
ERROR_LOG_FMT(VIDEO, "Failed to get CAMetalLayer class.");
|
|
return;
|
|
}
|
|
|
|
// [CAMetalLayer layer]
|
|
id layer = reinterpret_cast<id (*)(Class, SEL)>(objc_msgSend)(objc_getClass("CAMetalLayer"),
|
|
sel_getUid("layer"));
|
|
if (!layer)
|
|
{
|
|
ERROR_LOG_FMT(VIDEO, "Failed to create Metal layer.");
|
|
return;
|
|
}
|
|
|
|
// [view setWantsLayer:YES]
|
|
reinterpret_cast<void (*)(id, SEL, BOOL)>(objc_msgSend)(view, sel_getUid("setWantsLayer:"), YES);
|
|
|
|
// [view setLayer:layer]
|
|
reinterpret_cast<void (*)(id, SEL, id)>(objc_msgSend)(view, sel_getUid("setLayer:"), layer);
|
|
|
|
// NSScreen* screen = [NSScreen mainScreen]
|
|
id screen = reinterpret_cast<id (*)(Class, SEL)>(objc_msgSend)(objc_getClass("NSScreen"),
|
|
sel_getUid("mainScreen"));
|
|
|
|
// CGFloat factor = [screen backingScaleFactor]
|
|
double factor =
|
|
reinterpret_cast<double (*)(id, SEL)>(objc_msgSend)(screen, sel_getUid("backingScaleFactor"));
|
|
|
|
// layer.contentsScale = factor
|
|
reinterpret_cast<void (*)(id, SEL, double)>(objc_msgSend)(layer, sel_getUid("setContentsScale:"),
|
|
factor);
|
|
|
|
// Store the layer pointer, that way MoltenVK doesn't call [NSView layer] outside the main thread.
|
|
wsi.render_surface = layer;
|
|
#endif
|
|
}
|
|
} // namespace Vulkan
|