mirror of
https://github.com/hrydgard/ppsspp.git
synced 2025-01-30 18:14:24 +00:00
aec117d8ea
Not tested much on Android. Fixes #8656.
220 lines
8.3 KiB
C++
220 lines
8.3 KiB
C++
// Copyright (c) 2015- PPSSPP Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0 or later versions.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official git repository and contact information can be found at
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// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
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// Initializing a Vulkan context is quite a complex task!
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// That's not really a strange thing though - you really do have control over everything,
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// and everything needs to be specified. There are no nebulous defaults.
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// We create a swapchain, and two framebuffers that we can point to two of the images
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// we got from the swap chain. These will be used as backbuffers.
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//
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// We also create a depth buffer. The swap chain will not allocate one for us so we need
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// to manage the memory for it ourselves.
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// The depth buffer will not really be used unless we do "non-buffered" rendering, which will happen
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// directly to one of the backbuffers.
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//
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// Render pass usage
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//
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// In normal buffered rendering mode, we do not begin the "UI" render pass until after we have rendered
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// a frame of PSP graphics. The render pass that we will use then will be the simple "uiPass" that does not
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// bother attaching the depth buffer, and discards all input (no need to even bother clearing as we will
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// draw over the whole backbuffer anyway).
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//
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// However, in non-buffered, we will have to use the depth buffer, and we must begin the rendering pass
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// before we start rendering PSP graphics, and end it only after we have completed rendering the UI on top.
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// We will also use clearing.
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//
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// So it all turns into a single rendering pass, which might be good for performance on some GPUs, but it
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// will complicate things a little.
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//
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// In a first iteration, we will not distinguish between these two cases - we will always create a depth buffer
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// and use the same render pass configuration (clear to black). However, we can later change this so we switch
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// to a non-clearing render pass in buffered mode, which might be a tiny bit faster.
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#include <assert.h>
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#include <crtdbg.h>
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#include <sstream>
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#include "Common/Vulkan/VulkanLoader.h"
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#include "Common/Vulkan/VulkanContext.h"
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#include "thin3d/thin3d.h"
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#include "util/text/parsers.h"
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#include "Windows/GPU/WindowsVulkanContext.h"
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extern const char *PPSSPP_GIT_VERSION;
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#ifdef _DEBUG
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static const bool g_validate_ = true;
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#else
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static const bool g_validate_ = false;
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#endif
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static VulkanContext *g_Vulkan;
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struct VulkanLogOptions {
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bool breakOnWarning;
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bool breakOnError;
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bool msgBoxOnError;
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};
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static VulkanLogOptions g_LogOptions;
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const char *ObjTypeToString(VkDebugReportObjectTypeEXT type) {
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switch (type) {
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case VK_DEBUG_REPORT_OBJECT_TYPE_INSTANCE_EXT: return "Instance";
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case VK_DEBUG_REPORT_OBJECT_TYPE_PHYSICAL_DEVICE_EXT: return "PhysicalDevice";
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case VK_DEBUG_REPORT_OBJECT_TYPE_DEVICE_EXT: return "Device";
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case VK_DEBUG_REPORT_OBJECT_TYPE_QUEUE_EXT: return "Queue";
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case VK_DEBUG_REPORT_OBJECT_TYPE_COMMAND_BUFFER_EXT: return "CommandBuffer";
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case VK_DEBUG_REPORT_OBJECT_TYPE_DEVICE_MEMORY_EXT: return "DeviceMemory";
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case VK_DEBUG_REPORT_OBJECT_TYPE_BUFFER_EXT: return "Buffer";
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case VK_DEBUG_REPORT_OBJECT_TYPE_BUFFER_VIEW_EXT: return "BufferView";
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case VK_DEBUG_REPORT_OBJECT_TYPE_IMAGE_EXT: return "Image";
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case VK_DEBUG_REPORT_OBJECT_TYPE_IMAGE_VIEW_EXT: return "ImageView";
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case VK_DEBUG_REPORT_OBJECT_TYPE_SHADER_MODULE_EXT: return "ShaderModule";
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case VK_DEBUG_REPORT_OBJECT_TYPE_PIPELINE_EXT: return "Pipeline";
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case VK_DEBUG_REPORT_OBJECT_TYPE_PIPELINE_LAYOUT_EXT: return "PipelineLayout";
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case VK_DEBUG_REPORT_OBJECT_TYPE_SAMPLER_EXT: return "Sampler";
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case VK_DEBUG_REPORT_OBJECT_TYPE_DESCRIPTOR_SET_EXT: return "DescriptorSet";
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case VK_DEBUG_REPORT_OBJECT_TYPE_DESCRIPTOR_SET_LAYOUT_EXT: return "DescriptorSetLayout";
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case VK_DEBUG_REPORT_OBJECT_TYPE_DESCRIPTOR_POOL_EXT: return "DescriptorPool";
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case VK_DEBUG_REPORT_OBJECT_TYPE_FENCE_EXT: return "Fence";
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case VK_DEBUG_REPORT_OBJECT_TYPE_SEMAPHORE_EXT: return "Semaphore";
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case VK_DEBUG_REPORT_OBJECT_TYPE_EVENT_EXT: return "Event";
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case VK_DEBUG_REPORT_OBJECT_TYPE_QUERY_POOL_EXT: return "QueryPool";
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case VK_DEBUG_REPORT_OBJECT_TYPE_FRAMEBUFFER_EXT: return "Framebuffer";
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case VK_DEBUG_REPORT_OBJECT_TYPE_RENDER_PASS_EXT: return "RenderPass";
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case VK_DEBUG_REPORT_OBJECT_TYPE_PIPELINE_CACHE_EXT: return "PipelineCache";
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case VK_DEBUG_REPORT_OBJECT_TYPE_SURFACE_KHR_EXT: return "SurfaceKHR";
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case VK_DEBUG_REPORT_OBJECT_TYPE_SWAPCHAIN_KHR_EXT: return "SwapChainKHR";
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case VK_DEBUG_REPORT_OBJECT_TYPE_COMMAND_POOL_EXT: return "CommandPool";
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default: return "";
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}
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}
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static VkBool32 VKAPI_CALL Vulkan_Dbg(VkDebugReportFlagsEXT msgFlags, VkDebugReportObjectTypeEXT objType, uint64_t srcObject, size_t location, int32_t msgCode, const char* pLayerPrefix, const char* pMsg, void *pUserData) {
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const VulkanLogOptions *options = (const VulkanLogOptions *)pUserData;
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std::ostringstream message;
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if (msgFlags & VK_DEBUG_REPORT_ERROR_BIT_EXT) {
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message << "ERROR: ";
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} else if (msgFlags & VK_DEBUG_REPORT_WARNING_BIT_EXT) {
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message << "WARNING: ";
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} else if (msgFlags & VK_DEBUG_REPORT_PERFORMANCE_WARNING_BIT_EXT) {
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message << "PERFORMANCE WARNING: ";
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} else if (msgFlags & VK_DEBUG_REPORT_INFORMATION_BIT_EXT) {
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message << "INFO: ";
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} else if (msgFlags & VK_DEBUG_REPORT_DEBUG_BIT_EXT) {
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message << "DEBUG: ";
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}
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message << "[" << pLayerPrefix << "] " << ObjTypeToString(objType) << " Code " << msgCode << " : " << pMsg << "\n";
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// Getting some bizarre false positives for mapping image memory.
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// https://github.com/KhronosGroup/Vulkan-LoaderAndValidationLayers/issues/121
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if (msgCode == 6 && (!memcmp(pMsg, "Cannot map", 10) || !memcmp(pMsg, "Cannot sub", 10)))
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return false;
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#ifdef _WIN32
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OutputDebugStringA(message.str().c_str());
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if (msgFlags & VK_DEBUG_REPORT_ERROR_BIT_EXT) {
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if (options->breakOnError) {
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DebugBreak();
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}
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if (options->msgBoxOnError) {
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MessageBoxA(NULL, message.str().c_str(), "Alert", MB_OK);
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}
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} else if (msgFlags & VK_DEBUG_REPORT_WARNING_BIT_EXT) {
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if (options->breakOnWarning) {
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DebugBreak();
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}
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}
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#else
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std::cout << message;
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#endif
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// false indicates that layer should not bail-out of an
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// API call that had validation failures. This may mean that the
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// app dies inside the driver due to invalid parameter(s).
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// That's what would happen without validation layers, so we'll
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// keep that behavior here.
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return false;
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}
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bool WindowsVulkanContext::Init(HINSTANCE hInst, HWND hWnd, std::string *error_message) {
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*error_message = "N/A";
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if (g_Vulkan) {
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*error_message = "Already initialized";
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return false;
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}
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init_glslang();
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g_LogOptions.breakOnError = true;
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g_LogOptions.breakOnWarning = true;
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g_LogOptions.msgBoxOnError = false;
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Version gitVer(PPSSPP_GIT_VERSION);
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g_Vulkan = new VulkanContext("PPSSPP", gitVer.ToInteger(), (g_validate_ ? VULKAN_FLAG_VALIDATE : 0) | VULKAN_FLAG_PRESENT_MAILBOX);
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if (g_Vulkan->CreateDevice(0) != VK_SUCCESS) {
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*error_message = g_Vulkan->InitError();
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return false;
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}
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if (g_validate_) {
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int bits = VK_DEBUG_REPORT_ERROR_BIT_EXT | VK_DEBUG_REPORT_WARNING_BIT_EXT | VK_DEBUG_REPORT_PERFORMANCE_WARNING_BIT_EXT;
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g_Vulkan->InitDebugMsgCallback(&Vulkan_Dbg, bits, &g_LogOptions);
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}
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g_Vulkan->InitSurfaceWin32(hInst, hWnd);
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g_Vulkan->InitObjects(true);
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return true;
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}
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void WindowsVulkanContext::Shutdown() {
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g_Vulkan->WaitUntilQueueIdle();
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g_Vulkan->DestroyObjects();
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g_Vulkan->DestroyDevice();
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g_Vulkan->DestroyDebugMsgCallback();
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delete g_Vulkan;
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g_Vulkan = nullptr;
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finalize_glslang();
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}
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Thin3DContext *WindowsVulkanContext::CreateThin3DContext() {
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return T3DCreateVulkanContext(g_Vulkan);
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}
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void WindowsVulkanContext::SwapBuffers() {
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}
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void WindowsVulkanContext::Resize() {
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g_Vulkan->WaitUntilQueueIdle();
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g_Vulkan->DestroyObjects();
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g_Vulkan->ReinitSurfaceWin32();
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g_Vulkan->InitObjects(true);
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}
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void WindowsVulkanContext::SwapInterval(int interval) {
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}
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void *WindowsVulkanContext::GetAPIContext() {
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return g_Vulkan;
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}
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