mirror of
https://github.com/hrydgard/ppsspp.git
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2a3fd05651
This allows the setting to be changed at runtime in Vulkan too. Should help #10105.
203 lines
6.9 KiB
C++
203 lines
6.9 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 <cassert>
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#include <crtdbg.h>
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#include <sstream>
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#include "Core/Config.h"
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#include "Core/ConfigValues.h"
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#include "Core/System.h"
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#include "Common/Vulkan/VulkanLoader.h"
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#include "Common/Vulkan/VulkanContext.h"
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#include "Common/Vulkan/VulkanDebug.h"
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#include "base/stringutil.h"
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#include "thin3d/thin3d.h"
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#include "thin3d/thin3d_create.h"
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#include "thin3d/VulkanRenderManager.h"
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#include "util/text/parsers.h"
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#include "Windows/GPU/WindowsVulkanContext.h"
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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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static VulkanLogOptions g_LogOptions;
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static uint32_t FlagsFromConfig() {
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uint32_t flags = 0;
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flags = g_Config.bVSync ? VULKAN_FLAG_PRESENT_FIFO : VULKAN_FLAG_PRESENT_MAILBOX;
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if (g_validate_) {
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flags |= VULKAN_FLAG_VALIDATE;
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}
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return flags;
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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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if (!VulkanLoad()) {
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*error_message = "Failed to load Vulkan driver library";
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return false;
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}
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g_Vulkan = new VulkanContext();
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VulkanContext::CreateInfo info{};
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info.app_name = "PPSSPP";
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info.app_ver = gitVer.ToInteger();
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info.flags = FlagsFromConfig();
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if (VK_SUCCESS != g_Vulkan->CreateInstance(info)) {
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*error_message = g_Vulkan->InitError();
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delete g_Vulkan;
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g_Vulkan = nullptr;
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return false;
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}
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int deviceNum = g_Vulkan->GetPhysicalDeviceByName(g_Config.sVulkanDevice);
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if (deviceNum < 0) {
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deviceNum = g_Vulkan->GetBestPhysicalDevice();
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if (!g_Config.sVulkanDevice.empty())
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g_Config.sVulkanDevice = g_Vulkan->GetPhysicalDeviceProperties(deviceNum).properties.deviceName;
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}
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g_Vulkan->ChooseDevice(deviceNum);
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if (g_Vulkan->CreateDevice() != VK_SUCCESS) {
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*error_message = g_Vulkan->InitError();
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delete g_Vulkan;
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g_Vulkan = nullptr;
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return false;
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}
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if (g_validate_) {
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if (g_Vulkan->DeviceExtensions().EXT_debug_utils) {
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int bits = VK_DEBUG_UTILS_MESSAGE_SEVERITY_ERROR_BIT_EXT
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| VK_DEBUG_UTILS_MESSAGE_SEVERITY_WARNING_BIT_EXT
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| VK_DEBUG_UTILS_MESSAGE_SEVERITY_ERROR_BIT_EXT;
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// We're intentionally skipping VK_DEBUG_UTILS_MESSAGE_SEVERITY_VERBOSE_BIT_EXT and
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// VK_DEBUG_UTILS_MESSAGE_SEVERITY_INFO_BIT_EXT, just too spammy.
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g_Vulkan->InitDebugUtilsCallback(&VulkanDebugUtilsCallback, bits, &g_LogOptions);
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} else {
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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(&VulkanDebugReportCallback, bits, &g_LogOptions);
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}
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}
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g_Vulkan->InitSurface(WINDOWSYSTEM_WIN32, (void *)hInst, (void *)hWnd);
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if (!g_Vulkan->InitObjects()) {
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*error_message = g_Vulkan->InitError();
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Shutdown();
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return false;
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}
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bool splitSubmit = g_Config.bGfxDebugSplitSubmit;
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draw_ = Draw::T3DCreateVulkanContext(g_Vulkan, splitSubmit);
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SetGPUBackend(GPUBackend::VULKAN, g_Vulkan->GetPhysicalDeviceProperties(deviceNum).properties.deviceName);
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bool success = draw_->CreatePresets();
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_assert_msg_(G3D, success, "Failed to compile preset shaders");
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draw_->HandleEvent(Draw::Event::GOT_BACKBUFFER, g_Vulkan->GetBackbufferWidth(), g_Vulkan->GetBackbufferHeight());
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VulkanRenderManager *renderManager = (VulkanRenderManager *)draw_->GetNativeObject(Draw::NativeObject::RENDER_MANAGER);
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if (!renderManager->HasBackbuffers()) {
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Shutdown();
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return false;
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}
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return true;
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}
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void WindowsVulkanContext::Shutdown() {
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if (draw_)
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draw_->HandleEvent(Draw::Event::LOST_BACKBUFFER, g_Vulkan->GetBackbufferWidth(), g_Vulkan->GetBackbufferHeight());
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delete draw_;
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draw_ = nullptr;
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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->DestroyDebugUtilsCallback();
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g_Vulkan->DestroyDebugMsgCallback();
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g_Vulkan->DestroyInstance();
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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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void WindowsVulkanContext::Resize() {
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draw_->HandleEvent(Draw::Event::LOST_BACKBUFFER, g_Vulkan->GetBackbufferWidth(), g_Vulkan->GetBackbufferHeight());
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g_Vulkan->DestroyObjects();
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g_Vulkan->UpdateFlags(FlagsFromConfig());
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g_Vulkan->ReinitSurface();
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g_Vulkan->InitObjects();
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draw_->HandleEvent(Draw::Event::GOT_BACKBUFFER, g_Vulkan->GetBackbufferWidth(), g_Vulkan->GetBackbufferHeight());
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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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