Vulkan: Refactor initialization to only use a single instance

Hopefully will fix the crash in vkDestroyInstance on the NV Shield TV,
and likely reduce boot times slightly for drivers that take a while
to create instances.
This commit is contained in:
Stenzek 2017-01-29 22:14:09 +10:00
parent e823a9d80c
commit 3b218c64b1
4 changed files with 44 additions and 43 deletions

View File

@ -10,6 +10,7 @@ namespace Vulkan
{
class VideoBackend : public VideoBackendBase
{
public:
bool Initialize(void* window_handle) override;
void Shutdown() override;

View File

@ -327,7 +327,7 @@ void VulkanContext::PopulateBackendInfoMultisampleModes(
}
std::unique_ptr<VulkanContext> VulkanContext::Create(VkInstance instance, VkPhysicalDevice gpu,
VkSurfaceKHR surface, VideoConfig* config,
VkSurfaceKHR surface,
bool enable_debug_reports,
bool enable_validation_layer)
{
@ -354,9 +354,6 @@ std::unique_ptr<VulkanContext> VulkanContext::Create(VkInstance instance, VkPhys
return nullptr;
}
// Update video config with features.
PopulateBackendInfoFeatures(config, gpu, context->m_device_features);
PopulateBackendInfoMultisampleModes(config, gpu, context->m_device_properties);
return context;
}

View File

@ -43,8 +43,7 @@ public:
// This assumes that PopulateBackendInfo and PopulateBackendInfoAdapters has already
// been called for the specified VideoConfig.
static std::unique_ptr<VulkanContext> Create(VkInstance instance, VkPhysicalDevice gpu,
VkSurfaceKHR surface, VideoConfig* config,
bool enable_debug_reports,
VkSurfaceKHR surface, bool enable_debug_reports,
bool enable_validation_layer);
// Enable/disable debug message runtime.

View File

@ -98,13 +98,6 @@ bool VideoBackend::Initialize(void* window_handle)
return false;
}
// HACK: Use InitBackendInfo to initially populate backend features.
// This is because things like stereo get disabled when the config is validated,
// which happens before our device is created (settings control instance behavior),
// and we don't want that to happen if the device actually supports it.
InitBackendInfo();
InitializeShared();
// Check for presence of the validation layers before trying to enable it
bool enable_validation_layer = g_Config.bEnableValidationLayer;
if (enable_validation_layer && !VulkanContext::CheckValidationLayerAvailablility())
@ -113,7 +106,8 @@ bool VideoBackend::Initialize(void* window_handle)
enable_validation_layer = false;
}
// Create Vulkan instance, needed before we can create a surface.
// Create Vulkan instance, needed before we can create a surface, or enumerate devices.
// We use this instance to fill in backend info, then re-use it for the actual device.
bool enable_surface = window_handle != nullptr;
bool enable_debug_reports = ShouldEnableDebugReports(enable_validation_layer);
VkInstance instance = VulkanContext::CreateVulkanInstance(enable_surface, enable_debug_reports,
@ -122,21 +116,34 @@ bool VideoBackend::Initialize(void* window_handle)
{
PanicAlert("Failed to create Vulkan instance.");
UnloadVulkanLibrary();
ShutdownShared();
return false;
}
// Load instance function pointers
// Load instance function pointers.
if (!LoadVulkanInstanceFunctions(instance))
{
PanicAlert("Failed to load Vulkan instance functions.");
vkDestroyInstance(instance, nullptr);
UnloadVulkanLibrary();
ShutdownShared();
return false;
}
// Create Vulkan surface
// Obtain a list of physical devices (GPUs) from the instance.
// We'll re-use this list later when creating the device.
VulkanContext::GPUList gpu_list = VulkanContext::EnumerateGPUs(instance);
if (gpu_list.empty())
{
PanicAlert("No Vulkan physical devices available.");
vkDestroyInstance(instance, nullptr);
UnloadVulkanLibrary();
return false;
}
// Populate BackendInfo with as much information as we can at this point.
VulkanContext::PopulateBackendInfo(&g_Config);
VulkanContext::PopulateBackendInfoAdapters(&g_Config, gpu_list);
// We need the surface before we can create a device, as some parameters depend on it.
VkSurfaceKHR surface = VK_NULL_HANDLE;
if (enable_surface)
{
@ -146,45 +153,39 @@ bool VideoBackend::Initialize(void* window_handle)
PanicAlert("Failed to create Vulkan surface.");
vkDestroyInstance(instance, nullptr);
UnloadVulkanLibrary();
ShutdownShared();
return false;
}
}
// Fill the adapter list, and check if the user has selected an invalid device
// For some reason nvidia's driver crashes randomly if you call vkEnumeratePhysicalDevices
// after creating a device..
VulkanContext::GPUList gpu_list = VulkanContext::EnumerateGPUs(instance);
// Since we haven't called InitializeShared yet, iAdapter may be out of range,
// so we have to check it ourselves.
size_t selected_adapter_index = static_cast<size_t>(g_Config.iAdapter);
if (gpu_list.empty())
{
PanicAlert("No Vulkan physical devices available.");
if (surface != VK_NULL_HANDLE)
vkDestroySurfaceKHR(instance, surface, nullptr);
vkDestroyInstance(instance, nullptr);
UnloadVulkanLibrary();
ShutdownShared();
return false;
}
else if (selected_adapter_index >= gpu_list.size())
if (selected_adapter_index >= gpu_list.size())
{
WARN_LOG(VIDEO, "Vulkan adapter index out of range, selecting first adapter.");
selected_adapter_index = 0;
}
// Pass ownership over to VulkanContext, and let it take care of everything.
g_vulkan_context =
VulkanContext::Create(instance, gpu_list[selected_adapter_index], surface, &g_Config,
// Now we can create the Vulkan device. VulkanContext takes ownership of the instance and surface.
g_vulkan_context = VulkanContext::Create(instance, gpu_list[selected_adapter_index], surface,
enable_debug_reports, enable_validation_layer);
if (!g_vulkan_context)
{
PanicAlert("Failed to create Vulkan device");
UnloadVulkanLibrary();
ShutdownShared();
return false;
}
// Since VulkanContext maintains a copy of the device features and properties, we can use this
// to initialize the backend information, so that we don't need to enumerate everything again.
VulkanContext::PopulateBackendInfoFeatures(&g_Config, g_vulkan_context->GetPhysicalDevice(),
g_vulkan_context->GetDeviceFeatures());
VulkanContext::PopulateBackendInfoMultisampleModes(
&g_Config, g_vulkan_context->GetPhysicalDevice(), g_vulkan_context->GetDeviceProperties());
// With the backend information populated, we can now initialize videocommon.
InitializeShared();
// Create swap chain. This has to be done early so that the target size is correct for auto-scale.
std::unique_ptr<SwapChain> swap_chain;
if (surface != VK_NULL_HANDLE)
@ -193,6 +194,9 @@ bool VideoBackend::Initialize(void* window_handle)
if (!swap_chain)
{
PanicAlert("Failed to create Vulkan swap chain.");
g_vulkan_context.reset();
ShutdownShared();
UnloadVulkanLibrary();
return false;
}
}
@ -204,8 +208,8 @@ bool VideoBackend::Initialize(void* window_handle)
PanicAlert("Failed to create Vulkan command buffers");
g_command_buffer_mgr.reset();
g_vulkan_context.reset();
UnloadVulkanLibrary();
ShutdownShared();
UnloadVulkanLibrary();
return false;
}
@ -227,8 +231,8 @@ bool VideoBackend::Initialize(void* window_handle)
g_object_cache.reset();
g_command_buffer_mgr.reset();
g_vulkan_context.reset();
UnloadVulkanLibrary();
ShutdownShared();
UnloadVulkanLibrary();
return false;
}
@ -249,8 +253,8 @@ bool VideoBackend::Initialize(void* window_handle)
g_object_cache.reset();
g_command_buffer_mgr.reset();
g_vulkan_context.reset();
UnloadVulkanLibrary();
ShutdownShared();
UnloadVulkanLibrary();
return false;
}