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428 lines
13 KiB
C++
428 lines
13 KiB
C++
// Copyright 2011 Dolphin Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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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/Event.h"
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#include "Common/FileUtil.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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#include "Core/DolphinAnalytics.h"
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#include "Core/System.h"
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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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#ifdef HAS_VULKAN
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#include "VideoBackends/Vulkan/VideoBackend.h"
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#endif
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#ifdef __APPLE__
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#include "VideoBackends/Metal/VideoBackend.h"
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#endif
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#include "VideoCommon/AbstractGfx.h"
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#include "VideoCommon/AsyncRequests.h"
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#include "VideoCommon/BPStructs.h"
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#include "VideoCommon/BoundingBox.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/FrameDumper.h"
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#include "VideoCommon/FramebufferManager.h"
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#include "VideoCommon/GeometryShaderManager.h"
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#include "VideoCommon/GraphicsModSystem/Runtime/GraphicsModManager.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/Present.h"
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#include "VideoCommon/RenderBase.h"
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#include "VideoCommon/TMEM.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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#include "VideoCommon/Widescreen.h"
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#include "VideoCommon/XFStateManager.h"
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VideoBackendBase* g_video_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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// AMD drivers >= 13.35 do the same, but for the variable
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// named AmdPowerXpressRequestHighPerformance instead.
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extern "C" {
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__declspec(dllexport) DWORD NvOptimusEnablement = 1;
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__declspec(dllexport) int AmdPowerXpressRequestHighPerformance = 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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auto& system = Core::System::GetInstance();
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system.GetFifo().ExitGpuLoop();
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}
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// Run from the CPU thread (from VideoInterface.cpp)
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void VideoBackendBase::Video_OutputXFB(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_presenter && !g_ActiveConfig.bImmediateXFB)
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{
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auto& system = Core::System::GetInstance();
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system.GetFifo().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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auto& system = Core::System::GetInstance();
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system.GetFifo().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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DolphinAnalytics::Instance().ReportGameQuirk(GameQuirk::READS_BOUNDING_BOX);
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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_FMT(VIDEO,
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"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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}
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else 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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PanicAlertFmtT(
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"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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}
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auto& system = Core::System::GetInstance();
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system.GetFifo().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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static VideoBackendBase* GetDefaultVideoBackend()
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{
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const auto& backends = VideoBackendBase::GetAvailableBackends();
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if (backends.empty())
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return nullptr;
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return backends.front().get();
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}
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std::string VideoBackendBase::GetDefaultBackendName()
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{
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auto* default_backend = GetDefaultVideoBackend();
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return default_backend ? default_backend->GetName() : "";
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}
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const std::vector<std::unique_ptr<VideoBackendBase>>& VideoBackendBase::GetAvailableBackends()
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{
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static auto s_available_backends = [] {
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std::vector<std::unique_ptr<VideoBackendBase>> backends;
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#ifdef _WIN32
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backends.push_back(std::make_unique<DX11::VideoBackend>());
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backends.push_back(std::make_unique<DX12::VideoBackend>());
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#endif
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#ifdef HAS_OPENGL
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backends.push_back(std::make_unique<OGL::VideoBackend>());
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#endif
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#ifdef HAS_VULKAN
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#ifdef __APPLE__
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// Emplace the Vulkan backend at the beginning so it takes precedence over OpenGL.
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// On macOS, we prefer Vulkan over OpenGL due to OpenGL support being deprecated by Apple.
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backends.emplace(backends.begin(), std::make_unique<Vulkan::VideoBackend>());
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#else
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backends.push_back(std::make_unique<Vulkan::VideoBackend>());
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#endif
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#endif
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#ifdef __APPLE__
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backends.emplace(backends.begin(), std::make_unique<Metal::VideoBackend>());
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#endif
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#ifdef HAS_OPENGL
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backends.push_back(std::make_unique<SW::VideoSoftware>());
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#endif
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backends.push_back(std::make_unique<Null::VideoBackend>());
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if (!backends.empty())
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g_video_backend = backends.front().get();
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return backends;
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}();
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return s_available_backends;
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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 = GetDefaultVideoBackend();
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const auto& backends = GetAvailableBackends();
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const auto iter = std::find_if(backends.begin(), backends.end(), [&name](const auto& backend) {
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return name == backend->GetName();
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});
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if (iter == 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(const WindowSystemInfo& wsi)
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{
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g_Config.Refresh();
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// Reset backend_info so if the backend forgets to initialize something it doesn't end up using
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// a value from the previously used renderer
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g_Config.backend_info = {};
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ActivateBackend(Config::Get(Config::MAIN_GFX_BACKEND));
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g_Config.backend_info.DisplayName = g_video_backend->GetDisplayName();
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g_video_backend->InitBackendInfo(wsi);
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// We validate 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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g_Config.VerifyValidity();
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}
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void VideoBackendBase::PopulateBackendInfoFromUI(const WindowSystemInfo& wsi)
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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(Core::System::GetInstance()))
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PopulateBackendInfo(wsi);
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}
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void VideoBackendBase::DoState(PointerWrap& p)
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{
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auto& system = Core::System::GetInstance();
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if (!system.IsDualCoreMode())
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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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system.GetFifo().GpuMaySleep();
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}
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bool VideoBackendBase::InitializeShared(std::unique_ptr<AbstractGfx> gfx,
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std::unique_ptr<VertexManagerBase> vertex_manager,
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std::unique_ptr<PerfQueryBase> perf_query,
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std::unique_ptr<BoundingBox> bounding_box)
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{
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// All hardware backends use the default RendererBase and TextureCacheBase.
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// Only Null and Software backends override them
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return InitializeShared(std::move(gfx), std::move(vertex_manager), std::move(perf_query),
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std::move(bounding_box), std::make_unique<Renderer>(),
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std::make_unique<TextureCacheBase>());
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}
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bool VideoBackendBase::InitializeShared(std::unique_ptr<AbstractGfx> gfx,
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std::unique_ptr<VertexManagerBase> vertex_manager,
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std::unique_ptr<PerfQueryBase> perf_query,
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std::unique_ptr<BoundingBox> bounding_box,
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std::unique_ptr<Renderer> renderer,
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std::unique_ptr<TextureCacheBase> texture_cache)
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{
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memset(reinterpret_cast<u8*>(&g_main_cp_state), 0, sizeof(g_main_cp_state));
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memset(reinterpret_cast<u8*>(&g_preprocess_cp_state), 0, sizeof(g_preprocess_cp_state));
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s_tex_mem.fill(0);
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// do not initialize again for the config window
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m_initialized = true;
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g_gfx = std::move(gfx);
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g_vertex_manager = std::move(vertex_manager);
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g_perf_query = std::move(perf_query);
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g_bounding_box = std::move(bounding_box);
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// Null and Software Backends supply their own derived Renderer and Texture Cache
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g_texture_cache = std::move(texture_cache);
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g_renderer = std::move(renderer);
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g_presenter = std::make_unique<VideoCommon::Presenter>();
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g_frame_dumper = std::make_unique<FrameDumper>();
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g_framebuffer_manager = std::make_unique<FramebufferManager>();
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g_shader_cache = std::make_unique<VideoCommon::ShaderCache>();
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g_graphics_mod_manager = std::make_unique<GraphicsModManager>();
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g_widescreen = std::make_unique<WidescreenManager>();
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if (!g_vertex_manager->Initialize() || !g_shader_cache->Initialize() ||
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!g_perf_query->Initialize() || !g_presenter->Initialize() ||
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!g_framebuffer_manager->Initialize() || !g_texture_cache->Initialize() ||
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(g_ActiveConfig.backend_info.bSupportsBBox && !g_bounding_box->Initialize()) ||
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!g_graphics_mod_manager->Initialize())
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{
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PanicAlertFmtT("Failed to initialize renderer classes");
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Shutdown();
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return false;
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}
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auto& system = Core::System::GetInstance();
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auto& command_processor = system.GetCommandProcessor();
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command_processor.Init();
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system.GetFifo().Init();
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system.GetPixelEngine().Init();
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BPInit();
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VertexLoaderManager::Init();
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system.GetVertexShaderManager().Init();
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system.GetGeometryShaderManager().Init();
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system.GetPixelShaderManager().Init();
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system.GetXFStateManager().Init();
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TMEM::Init();
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g_Config.VerifyValidity();
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UpdateActiveConfig();
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g_shader_cache->InitializeShaderCache();
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return true;
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}
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void VideoBackendBase::ShutdownShared()
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{
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g_frame_dumper.reset();
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g_presenter.reset();
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if (g_shader_cache)
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g_shader_cache->Shutdown();
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if (g_texture_cache)
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g_texture_cache->Shutdown();
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g_bounding_box.reset();
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g_perf_query.reset();
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g_graphics_mod_manager.reset();
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g_texture_cache.reset();
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g_framebuffer_manager.reset();
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g_shader_cache.reset();
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g_vertex_manager.reset();
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g_renderer.reset();
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g_widescreen.reset();
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g_presenter.reset();
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g_gfx.reset();
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m_initialized = false;
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auto& system = Core::System::GetInstance();
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VertexLoaderManager::Clear();
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system.GetFifo().Shutdown();
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}
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