mirror of
https://github.com/libretro/parallel-gx1.git
synced 2026-11-10 03:11:35 -10:00
The GPU thread ran the FIFO in 5 ms slices against the wall clock and slept out each slice's rest, which held every retro_run near 4 ms. The loop now runs until the CPU thread ends the field or a park or quit interrupts it (InterruptGpuLoop), and an idle loop parks with no timeout: no slices, no clock reads, no busy loop, and no GPUSleeper event to let it sleep (kept registered, never scheduled, for the savestates that have it queued). retro_run waits for the field as long as it takes; FIELD_WEDGE_US, one second with nothing arriving, is the only bound, for a wedged thread. PERF_TEST=1 builds a core with the frontend's performance counters around the field and the frame hand-over. AGENTS.md states the rules: the frontend owns the pace, no timed waits but the wedge guard, stop by request, park and never spin, no locks.
385 lines
12 KiB
C++
385 lines
12 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 "VideoCommon/ShaderArena.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/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/CoreTiming.h"
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#include "Core/HW/SystemTimers.h"
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#include "Core/HW/VideoInterface.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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#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/GBAScreens.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/PixelEngine.h"
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#include "VideoCommon/PixelShaderManager.h"
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#include "VideoCommon/Present.h"
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#include "VideoCommon/Resources/CustomResourceManager.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/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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#include "DolphinLibretro/VideoContexts/ContextStatus.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->GetConfigName(), counter);
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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)
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return;
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auto& system = Core::System::GetInstance();
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if (!g_ActiveConfig.bImmediateXFB)
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{
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system.GetFifo().SyncGPU(Fifo::SyncGPUReason::Swap);
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AsyncRequests::GetInstance()->PushEvent([=] {
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g_presenter->ViSwap(xfb_addr, fb_width, fb_stride, fb_height, ticks);
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});
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}
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// Inform the Presenter of the next estimated swap time.
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auto& vi = system.GetVideoInterface();
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const s64 refresh_rate_den = vi.GetTargetRefreshRateDenominator();
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const s64 refresh_rate_num = vi.GetTargetRefreshRateNumerator();
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const auto next_swap_estimated_ticks =
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ticks + (system.GetSystemTimers().GetTicksPerSecond() * refresh_rate_den / refresh_rate_num);
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AsyncRequests::GetInstance()->PushEvent(
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[=] { g_presenter->SetNextSwapEstimatedTicks(next_swap_estimated_ticks); });
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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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if (!g_perf_query->IsFlushed())
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{
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AsyncRequests::GetInstance()->PushBlockingEvent([] { g_perf_query->FlushResults(); });
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}
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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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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_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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return AsyncRequests::GetInstance()->PushBlockingEvent(
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[&] { return g_bounding_box->Get(index); });
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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::GetDefaultBackendConfigName()
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{
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auto* default_backend = GetDefaultVideoBackend();
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return default_backend ? default_backend->GetConfigName() : "";
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}
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std::string VideoBackendBase::GetDefaultBackendDisplayName()
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{
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auto* const default_backend = GetDefaultVideoBackend();
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return default_backend ? default_backend->GetDisplayName() : "";
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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 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::ranges::find(backends, name, &VideoBackendBase::GetConfigName);
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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()
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{
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// If the core has been initialized, the backend info will have been populated already. Doing it
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// again would be unnecessary and could cause the UI thread to race with the GPU thread.
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if (!Core::IsUninitialized(Core::System::GetInstance()))
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return;
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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_backend_info = {};
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ActivateBackend(Config::Get(Config::MAIN_GFX_BACKEND));
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g_backend_info.DisplayName = g_video_backend->GetDisplayName();
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g_video_backend->InitBackendInfo();
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if (g_backend_info.api_type == APIType::Nothing)
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return;
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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::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::GetInstance()->PushBlockingEvent([&] { VideoCommon_DoState(p); });
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}
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bool VideoBackendBase::InitializeShared(AbstractGfx* gfx,
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VertexManagerBase* vertex_manager,
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PerfQueryBase* perf_query,
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BoundingBox* bounding_box)
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{
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const bool is_initialized = g_context_status.IsInitialized();
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if(!is_initialized)
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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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}
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// do not initialize again for the config window
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m_initialized = true;
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/* taken: deleted by ShutdownShared */
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g_gfx = gfx;
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g_vertex_manager = vertex_manager;
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g_perf_query = perf_query;
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g_bounding_box = bounding_box;
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g_texture_cache = new TextureCacheBase();
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g_presenter = new VideoCommon::Presenter();
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g_framebuffer_manager = new FramebufferManager();
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g_shader_cache = new VideoCommon::ShaderCache();
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g_graphics_mod_manager = std::make_unique<GraphicsModManager>();
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g_widescreen = new 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_ActiveConfig.iEFBScale) ||
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!g_texture_cache->Initialize() ||
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(g_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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if(is_initialized)
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return true;
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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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if (g_Config.bDumpTextures)
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{
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Core::DisplayMessage(fmt::format("Texture Dumping is enabled. This will reduce performance."));
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}
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g_shader_cache->InitializeShaderCache();
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system.GetCustomResourceManager().Initialize();
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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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auto& system = Core::System::GetInstance();
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system.GetCustomResourceManager().Shutdown();
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/* the GBAs render into the GPU's memory: given back before it goes */
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GBAScreensRevoke();
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delete g_presenter;
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g_presenter = nullptr;
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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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BoundingBoxDelete(g_bounding_box);
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g_bounding_box = nullptr;
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PerfQueryBaseDelete(g_perf_query);
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g_perf_query = nullptr;
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g_graphics_mod_manager.reset();
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delete g_texture_cache;
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g_texture_cache = nullptr;
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TCacheEntryPoolFree();
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delete g_framebuffer_manager;
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g_framebuffer_manager = nullptr;
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delete g_shader_cache;
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g_shader_cache = nullptr;
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/* nothing compiles now: every thread's rslc block goes */
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shader_arenas_free();
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VertexManagerBaseDelete(g_vertex_manager);
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g_vertex_manager = nullptr;
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delete g_widescreen;
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g_widescreen = nullptr;
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AbstractGfxDelete(g_gfx);
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g_gfx = nullptr;
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m_initialized = false;
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VertexLoaderManager::Clear();
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}
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