dolphin/Source/Core/VideoCommon/VideoBackendBase.cpp

348 lines
10 KiB
C++

// Copyright 2011 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include "VideoCommon/VideoBackendBase.h"
#include <algorithm>
#include <cstring>
#include <memory>
#include <string>
#include <vector>
#include <fmt/format.h>
#include "Common/ChunkFile.h"
#include "Common/CommonTypes.h"
#include "Common/Event.h"
#include "Common/FileUtil.h"
#include "Common/Logging/Log.h"
#include "Core/Config/MainSettings.h"
#include "Core/ConfigManager.h"
#include "Core/Core.h"
#include "Core/System.h"
// TODO: ugly
#ifdef _WIN32
#include "VideoBackends/D3D/VideoBackend.h"
#include "VideoBackends/D3D12/VideoBackend.h"
#endif
#include "VideoBackends/Null/VideoBackend.h"
#ifdef HAS_OPENGL
#include "VideoBackends/OGL/VideoBackend.h"
#include "VideoBackends/Software/VideoBackend.h"
#endif
#ifdef HAS_VULKAN
#include "VideoBackends/Vulkan/VideoBackend.h"
#endif
#ifdef __APPLE__
#include "VideoBackends/Metal/VideoBackend.h"
#endif
#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/OpcodeDecoding.h"
#include "VideoCommon/PixelEngine.h"
#include "VideoCommon/PixelShaderManager.h"
#include "VideoCommon/RenderBase.h"
#include "VideoCommon/TMEM.h"
#include "VideoCommon/TextureCacheBase.h"
#include "VideoCommon/VertexLoaderManager.h"
#include "VideoCommon/VertexManagerBase.h"
#include "VideoCommon/VertexShaderManager.h"
#include "VideoCommon/VideoCommon.h"
#include "VideoCommon/VideoConfig.h"
#include "VideoCommon/VideoState.h"
VideoBackendBase* g_video_backend = nullptr;
#ifdef _WIN32
#include <windows.h>
// 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.
// AMD drivers >= 13.35 do the same, but for the variable
// named AmdPowerXpressRequestHighPerformance instead.
extern "C" {
__declspec(dllexport) DWORD NvOptimusEnablement = 1;
__declspec(dllexport) int AmdPowerXpressRequestHighPerformance = 1;
}
#endif
std::string VideoBackendBase::BadShaderFilename(const char* shader_stage, int counter)
{
return fmt::format("{}bad_{}_{}_{}.txt", File::GetUserPath(D_DUMP_IDX), shader_stage,
g_video_backend->GetName(), counter);
}
void VideoBackendBase::Video_ExitLoop()
{
auto& system = Core::System::GetInstance();
system.GetFifo().ExitGpuLoop(system);
}
// Run from the CPU thread (from VideoInterface.cpp)
void VideoBackendBase::Video_OutputXFB(u32 xfb_addr, u32 fb_width, u32 fb_stride, u32 fb_height,
u64 ticks)
{
if (m_initialized && g_renderer && !g_ActiveConfig.bImmediateXFB)
{
auto& system = Core::System::GetInstance();
system.GetFifo().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;
}
auto& system = Core::System::GetInstance();
system.GetFifo().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_FMT(VIDEO,
"BBox shall be used but it is disabled. Please use a gameini to enable it "
"for this game.");
}
warn_once = false;
}
else if (!g_ActiveConfig.backend_info.bSupportsBBox)
{
static bool warn_once = true;
if (warn_once)
{
PanicAlertFmtT(
"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;
}
auto& system = Core::System::GetInstance();
system.GetFifo().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;
}
static VideoBackendBase* GetDefaultVideoBackend()
{
const auto& backends = VideoBackendBase::GetAvailableBackends();
if (backends.empty())
return nullptr;
return backends.front().get();
}
std::string VideoBackendBase::GetDefaultBackendName()
{
auto* default_backend = GetDefaultVideoBackend();
return default_backend ? default_backend->GetName() : "";
}
const std::vector<std::unique_ptr<VideoBackendBase>>& VideoBackendBase::GetAvailableBackends()
{
static auto s_available_backends = [] {
std::vector<std::unique_ptr<VideoBackendBase>> backends;
// OGL > D3D11 > D3D12 > Vulkan > SW > Null
// On macOS, we prefer Vulkan over OpenGL due to OpenGL support being deprecated by Apple.
#ifdef HAS_OPENGL
backends.push_back(std::make_unique<OGL::VideoBackend>());
#endif
#ifdef _WIN32
backends.push_back(std::make_unique<DX11::VideoBackend>());
backends.push_back(std::make_unique<DX12::VideoBackend>());
#endif
#ifdef __APPLE__
backends.push_back(std::make_unique<Metal::VideoBackend>());
#endif
#ifdef HAS_VULKAN
#ifdef __APPLE__
// Emplace the Vulkan backend at the beginning so it takes precedence over OpenGL.
backends.emplace(backends.begin(), std::make_unique<Vulkan::VideoBackend>());
#else
backends.push_back(std::make_unique<Vulkan::VideoBackend>());
#endif
#endif
#ifdef HAS_OPENGL
backends.push_back(std::make_unique<SW::VideoSoftware>());
#endif
backends.push_back(std::make_unique<Null::VideoBackend>());
if (!backends.empty())
g_video_backend = backends.front().get();
return backends;
}();
return s_available_backends;
}
void VideoBackendBase::ActivateBackend(const std::string& name)
{
// If empty, set it to the default backend (expected behavior)
if (name.empty())
g_video_backend = GetDefaultVideoBackend();
const auto& backends = GetAvailableBackends();
const auto iter = std::find_if(backends.begin(), backends.end(), [&name](const auto& backend) {
return name == backend->GetName();
});
if (iter == backends.end())
return;
g_video_backend = iter->get();
}
void VideoBackendBase::PopulateBackendInfo()
{
g_Config.Refresh();
// Reset backend_info so if the backend forgets to initialize something it doesn't end up using
// a value from the previously used renderer
g_Config.backend_info = {};
ActivateBackend(Config::Get(Config::MAIN_GFX_BACKEND));
g_Config.backend_info.DisplayName = g_video_backend->GetDisplayName();
g_video_backend->InitBackendInfo();
// We validate 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.
g_Config.VerifyValidity();
}
void VideoBackendBase::PopulateBackendInfoFromUI()
{
// 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())
PopulateBackendInfo();
}
void VideoBackendBase::DoState(PointerWrap& p)
{
auto& system = Core::System::GetInstance();
if (!system.IsDualCoreMode())
{
VideoCommon_DoState(p);
return;
}
AsyncRequests::Event ev = {};
ev.do_save_state.p = &p;
ev.type = AsyncRequests::Event::DO_SAVE_STATE;
AsyncRequests::GetInstance()->PushEvent(ev, true);
// Let the GPU thread sleep after loading the state, so we're not spinning if paused after loading
// a state. The next GP burst will wake it up again.
system.GetFifo().GpuMaySleep();
}
void VideoBackendBase::InitializeShared()
{
memset(reinterpret_cast<u8*>(&g_main_cp_state), 0, sizeof(g_main_cp_state));
memset(reinterpret_cast<u8*>(&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;
auto& system = Core::System::GetInstance();
auto& command_processor = system.GetCommandProcessor();
command_processor.Init(system);
system.GetFifo().Init(system);
system.GetPixelEngine().Init(system);
BPInit();
VertexLoaderManager::Init();
system.GetVertexShaderManager().Init();
system.GetGeometryShaderManager().Init();
system.GetPixelShaderManager().Init();
TMEM::Init();
g_Config.VerifyValidity();
UpdateActiveConfig();
}
void VideoBackendBase::ShutdownShared()
{
m_initialized = false;
auto& system = Core::System::GetInstance();
VertexLoaderManager::Clear();
system.GetFifo().Shutdown();
}