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Core: Track graphics startup failures and cycle.
If the graphics driver segfaults, or some plugin segfaults, let's try a different one next time. This gives better hope of starting up next time.
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a004196d43
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@ -19,6 +19,7 @@
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#include <cstdlib>
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#include <ctime>
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#include <functional>
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#include <set>
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#include "base/display.h"
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#include "base/NativeApp.h"
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@ -545,6 +546,46 @@ static int DefaultGPUBackend() {
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return (int)GPUBackend::OPENGL;
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}
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int Config::NextValidBackend() {
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std::vector<std::string> split;
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std::set<int> failed;
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SplitString(sFailedGPUBackends, ',', split);
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for (const auto &str : split) {
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if (!str.empty() && str != "ALL") {
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failed.insert(atoi(str.c_str()));
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}
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}
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if (failed.count(iGPUBackend)) {
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#if (PPSSPP_PLATFORM(WINDOWS) || PPSSPP_PLATFORM(ANDROID)) && !PPSSPP_PLATFORM(UWP)
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if (VulkanMayBeAvailable() && !failed.count((int)GPUBackend::VULKAN)) {
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return (int)GPUBackend::VULKAN;
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}
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#endif
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#if PPSSPP_PLATFORM(WINDOWS)
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if (DoesVersionMatchWindows(6, 1, 0, 0, true) && !failed.count((int)GPUBackend::DIRECT3D11)) {
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return (int)GPUBackend::DIRECT3D11;
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}
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#endif
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#if !PPSSPP_PLATFORM(UWP)
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if (!failed.count((int)GPUBackend::OPENGL)) {
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return (int)GPUBackend::OPENGL;
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}
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#endif
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#if PPSSPP_PLATFORM(WINDOWS) && !PPSSPP_PLATFORM(UWP)
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if (!failed.count((int)GPUBackend::DIRECT3D9)) {
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return (int)GPUBackend::DIRECT3D9;
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}
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#endif
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// They've all failed. Let them try the default.
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sFailedGPUBackends += ",ALL";
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return DefaultGPUBackend();
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}
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return iGPUBackend;
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}
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static bool DefaultVertexCache() {
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return DefaultGPUBackend() == (int)GPUBackend::OPENGL;
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}
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@ -556,6 +597,7 @@ static ConfigSetting graphicsSettings[] = {
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ConfigSetting("CardboardYShift", &g_Config.iCardboardXShift, 0, true, true),
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ConfigSetting("ShowFPSCounter", &g_Config.iShowFPSCounter, 0, true, true),
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ReportedConfigSetting("GraphicsBackend", &g_Config.iGPUBackend, &DefaultGPUBackend),
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ConfigSetting("FailedGraphicsBackends", &g_Config.sFailedGPUBackends, ""),
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ConfigSetting("VulkanDevice", &g_Config.sVulkanDevice, "", true, false),
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#ifdef _WIN32
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ConfigSetting("D3D11Device", &g_Config.sD3D11Device, "", true, false),
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@ -121,6 +121,7 @@ public:
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// GFX
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int iGPUBackend;
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std::string sFailedGPUBackends;
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// We have separate device parameters for each backend so it doesn't get erased if you switch backends.
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// If not set, will use the "best" device.
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std::string sVulkanDevice;
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@ -441,6 +442,7 @@ public:
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void GetReportingInfo(UrlEncoder &data);
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bool IsPortrait() const;
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int NextValidBackend();
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protected:
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void LoadStandardControllerIni();
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@ -29,13 +29,10 @@
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// in NativeShutdown.
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#include <locale.h>
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// Linux doesn't like using std::find with std::vector<int> without this :/
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#if !defined(MOBILE_DEVICE)
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#include <algorithm>
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#endif
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#include <memory>
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#include <thread>
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#include <mutex>
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#include <thread>
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#if defined(_WIN32)
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#include "Windows/DSoundStream.h"
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@ -347,6 +344,46 @@ void CreateDirectoriesAndroid() {
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File::CreateEmptyFile(g_Config.memStickDirectory + "PSP/SAVEDATA/.nomedia");
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}
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static void CheckFailedGPUBackends() {
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std::string cache = GetSysDirectory(DIRECTORY_APP_CACHE) + "/FailedGraphicsBackends.txt";
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if (System_GetPropertyBool(SYSPROP_SUPPORTS_PERMISSIONS)) {
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std::string data;
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if (readFileToString(true, cache.c_str(), data))
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g_Config.sFailedGPUBackends = data;
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}
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// Okay, let's not try a backend in the failed list.
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g_Config.iGPUBackend = g_Config.NextValidBackend();
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// And then let's - for now - add the current to the failed list.
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if (g_Config.sFailedGPUBackends.empty()) {
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g_Config.sFailedGPUBackends = StringFromFormat("%d", g_Config.iGPUBackend);
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} else if (g_Config.sFailedGPUBackends.find("ALL") == std::string::npos) {
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g_Config.sFailedGPUBackends += StringFromFormat(",%d", g_Config.iGPUBackend);
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}
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if (System_GetPropertyBool(SYSPROP_SUPPORTS_PERMISSIONS)) {
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// Let's try to create, in case it doesn't exist.
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if (!File::Exists(GetSysDirectory(DIRECTORY_APP_CACHE)))
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File::CreateDir(GetSysDirectory(DIRECTORY_APP_CACHE));
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writeStringToFile(true, g_Config.sFailedGPUBackends, cache.c_str());
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} else {
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// Just save immediately, since we have storage.
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g_Config.Save();
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}
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}
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static void ClearFailedGPUBackends() {
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// We've successfully started graphics without crashing, hurray.
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// In case they update drivers and have totally different problems much later, clear the failed list.
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g_Config.sFailedGPUBackends.clear();
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if (System_GetPropertyBool(SYSPROP_SUPPORTS_PERMISSIONS)) {
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File::Delete(GetSysDirectory(DIRECTORY_APP_CACHE) + "/FailedGraphicsBackends.txt");
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} else {
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g_Config.Save();
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}
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}
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void NativeInit(int argc, const char *argv[], const char *savegame_dir, const char *external_dir, const char *cache_dir) {
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net::Init(); // This needs to happen before we load the config. So on Windows we also run it in Main. It's fine to call multiple times.
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@ -630,6 +667,7 @@ void NativeInit(int argc, const char *argv[], const char *savegame_dir, const ch
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// We do this here, instead of in NativeInitGraphics, because the display may be reset.
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// When it's reset we don't want to forget all our managed things.
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CheckFailedGPUBackends();
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SetGPUBackend((GPUBackend) g_Config.iGPUBackend);
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// Must be done restarting by now.
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@ -951,6 +989,12 @@ void NativeRender(GraphicsContext *graphicsContext) {
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ui_draw2d.PopDrawMatrix();
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ui_draw2d_front.PopDrawMatrix();
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static int renderCounter = 0;
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if (renderCounter < 10 && ++renderCounter == 10) {
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// We're rendering fine, clear out failure info.
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ClearFailedGPUBackends();
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}
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}
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void HandleGlobalMessage(const std::string &msg, const std::string &value) {
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@ -132,6 +132,18 @@ void MainThreadFunc() {
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bool performingRestart = NativeIsRestarting();
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NativeInit(static_cast<int>(args.size()), &args[0], "1234", "1234", nullptr);
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if (g_Config.sFailedGPUBackends.find("ALL") != std::string::npos) {
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Reporting::ReportMessage("Graphics init error: %s", "ALL");
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I18NCategory *err = GetI18NCategory("Error");
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const char *defaultErrorAll = "Failed initializing any graphics. Try upgrading your graphics drivers.";
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const char *genericError = err->T("GenericAllGraphicsError", defaultErrorAll);
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std::wstring title = ConvertUTF8ToWString(err->T("GenericGraphicsError", "Graphics Error"));
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MessageBox(0, ConvertUTF8ToWString(genericError).c_str(), title.c_str(), MB_OK);
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// Let's continue (and probably crash) just so they have a way to keep trying.
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}
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host->UpdateUI();
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std::string error_string;
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@ -182,6 +194,8 @@ void MainThreadFunc() {
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if (yes) {
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// Change the config to the alternative and restart.
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g_Config.iGPUBackend = (int)nextBackend;
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// Clear this to ensure we try their selection.
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g_Config.sFailedGPUBackends.clear();
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g_Config.Save();
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W32Util::ExitAndRestart();
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@ -145,6 +145,7 @@ bool D3D11Context::Init(HINSTANCE hInst, HWND wnd, std::string *error_message) {
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if (yes) {
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// Change the config to D3D and restart.
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g_Config.iGPUBackend = (int)GPUBackend::DIRECT3D9;
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g_Config.sFailedGPUBackends.clear();
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g_Config.Save();
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W32Util::ExitAndRestart();
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@ -267,6 +267,7 @@ bool WindowsGLContext::InitFromRenderThread(std::string *error_message) {
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std::wstring whichD3D9 = ConvertUTF8ToWString(err->T("D3D9or11", d3d9Or11));
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bool d3d9 = IDYES == MessageBox(hWnd_, whichD3D9.c_str(), title.c_str(), MB_YESNO);
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g_Config.iGPUBackend = d3d9 ? (int)GPUBackend::DIRECT3D9 : (int)GPUBackend::DIRECT3D11;
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g_Config.sFailedGPUBackends.clear();
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g_Config.Save();
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W32Util::ExitAndRestart();
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