dolphin/Source/Core/VideoBackends/Vulkan/VKMain.cpp

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