Merge pull request #8666 from stenzek/fix-macos-vulkan-yet-again

Fix Vulkan/MoltenVK on macOS yet again
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JMC47 2020-03-12 03:52:47 -04:00 committed by GitHub
commit 15acce847d
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14 changed files with 41 additions and 32 deletions

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@ -680,7 +680,7 @@ static void Run(JNIEnv* env, const std::vector<std::string>& paths,
s_have_wm_user_stop = false;
std::unique_ptr<BootParameters> boot = BootParameters::GenerateFromFile(paths, savestate_path);
boot->delete_savestate = delete_savestate;
WindowSystemInfo wsi(WindowSystemType::Android, nullptr, s_surf);
WindowSystemInfo wsi(WindowSystemType::Android, nullptr, s_surf, s_surf);
wsi.render_surface_scale = GetRenderSurfaceScale(env);
if (BootManager::BootCore(std::move(boot), wsi))
{

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@ -18,8 +18,10 @@ enum class WindowSystemType
struct WindowSystemInfo
{
WindowSystemInfo() = default;
WindowSystemInfo(WindowSystemType type_, void* display_connection_, void* render_surface_)
: type(type_), display_connection(display_connection_), render_surface(render_surface_)
WindowSystemInfo(WindowSystemType type_, void* display_connection_, void* render_window_,
void* render_surface_)
: type(type_), display_connection(display_connection_), render_window(render_window_),
render_surface(render_surface_)
{
}
@ -29,9 +31,14 @@ struct WindowSystemInfo
// Connection to a display server. This is used on X11 and Wayland platforms.
void* display_connection = nullptr;
// Render surface. This is a pointer to the native window handle, which depends
// Render window. This is a pointer to the native window handle, which depends
// on the platform. e.g. HWND for Windows, Window for X11. If the surface is
// set to nullptr, the video backend will run in headless mode.
void* render_window = nullptr;
// Render surface. Depending on the host platform, this may differ from the window.
// This is kept seperate as input may require a different handle to rendering, and
// during video backend startup the surface pointer may change (MoltenVK).
void* render_surface = nullptr;
// Scale of the render surface. For hidpi systems, this will be >1.

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@ -233,12 +233,13 @@ bool Init(std::unique_ptr<BootParameters> boot, const WindowSystemInfo& wsi)
Host_UpdateMainFrame(); // Disable any menus or buttons at boot
// Issue any API calls which must occur on the main thread for the graphics backend.
g_video_backend->PrepareWindow(wsi);
WindowSystemInfo prepared_wsi(wsi);
g_video_backend->PrepareWindow(prepared_wsi);
// Start the emu thread
s_done_booting.Reset();
s_is_booting.Set();
s_emu_thread = std::thread(EmuThread, std::move(boot), wsi);
s_emu_thread = std::thread(EmuThread, std::move(boot), prepared_wsi);
return true;
}
@ -469,6 +470,11 @@ static void EmuThread(std::unique_ptr<BootParameters> boot, WindowSystemInfo wsi
}
Common::ScopeGuard video_guard{[] { g_video_backend->Shutdown(); }};
// Render a single frame without anything on it to clear the screen.
// This avoids the game list being displayed while the core is finishing initializing.
g_renderer->BeginUIFrame();
g_renderer->EndUIFrame();
if (cpu_info.HTT)
SConfig::GetInstance().bDSPThread = cpu_info.num_cores > 4;
else

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@ -91,6 +91,7 @@ WindowSystemInfo PlatformFBDev::GetWindowSystemInfo() const
WindowSystemInfo wsi;
wsi.type = WindowSystemType::FBDev;
wsi.display_connection = nullptr; // EGL_DEFAULT_DISPLAY
wsi.render_window = nullptr;
wsi.render_surface = nullptr;
return wsi;
}

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@ -38,6 +38,7 @@ WindowSystemInfo PlatformHeadless::GetWindowSystemInfo() const
WindowSystemInfo wsi;
wsi.type = WindowSystemType::Headless;
wsi.display_connection = nullptr;
wsi.render_window = nullptr;
wsi.render_surface = nullptr;
return wsi;
}

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@ -134,6 +134,7 @@ WindowSystemInfo PlatformWin32::GetWindowSystemInfo() const
{
WindowSystemInfo wsi;
wsi.type = WindowSystemType::Windows;
wsi.render_window = reinterpret_cast<void*>(m_hwnd);
wsi.render_surface = reinterpret_cast<void*>(m_hwnd);
return wsi;
}

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@ -159,6 +159,7 @@ WindowSystemInfo PlatformX11::GetWindowSystemInfo() const
WindowSystemInfo wsi;
wsi.type = WindowSystemType::X11;
wsi.display_connection = static_cast<void*>(m_display);
wsi.render_window = reinterpret_cast<void*>(m_window);
wsi.render_surface = reinterpret_cast<void*>(m_window);
return wsi;
}

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@ -162,14 +162,16 @@ static WindowSystemInfo GetWindowSystemInfo(QWindow* window)
// Our Win32 Qt external doesn't have the private API.
#if defined(WIN32) || defined(__APPLE__)
wsi.render_surface = window ? reinterpret_cast<void*>(window->winId()) : nullptr;
wsi.render_window = window ? reinterpret_cast<void*>(window->winId()) : nullptr;
wsi.render_surface = wsi.render_window;
#else
QPlatformNativeInterface* pni = QGuiApplication::platformNativeInterface();
wsi.display_connection = pni->nativeResourceForWindow("display", window);
if (wsi.type == WindowSystemType::Wayland)
wsi.render_surface = window ? pni->nativeResourceForWindow("surface", window) : nullptr;
wsi.render_window = window ? pni->nativeResourceForWindow("surface", window) : nullptr;
else
wsi.render_surface = window ? reinterpret_cast<void*>(window->winId()) : nullptr;
wsi.render_window = window ? reinterpret_cast<void*>(window->winId()) : nullptr;
wsi.render_surface = wsi.render_window;
#endif
wsi.render_surface_scale = window ? static_cast<float>(window->devicePixelRatio()) : 1.0f;

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@ -58,9 +58,6 @@ RenderWidget::RenderWidget(QWidget* parent) : QWidget(parent)
});
connect(&Settings::Instance(), &Settings::EmulationStateChanged, this, [this](Core::State state) {
// Stop filling the background once emulation starts, but fill it until then (Bug 10958)
SetFillBackground(Config::Get(Config::MAIN_RENDER_TO_MAIN) &&
state == Core::State::Uninitialized);
if (state == Core::State::Running)
SetImGuiKeyMap();
});
@ -91,21 +88,12 @@ RenderWidget::RenderWidget(QWidget* parent) : QWidget(parent)
// We need a native window to render into.
setAttribute(Qt::WA_NativeWindow);
SetFillBackground(true);
}
void RenderWidget::SetFillBackground(bool fill)
{
setAutoFillBackground(fill);
setAttribute(Qt::WA_OpaquePaintEvent, !fill);
setAttribute(Qt::WA_NoSystemBackground, !fill);
setAttribute(Qt::WA_PaintOnScreen, !fill);
setAttribute(Qt::WA_PaintOnScreen);
}
QPaintEngine* RenderWidget::paintEngine() const
{
return autoFillBackground() ? QWidget::paintEngine() : nullptr;
return nullptr;
}
void RenderWidget::dragEnterEvent(QDragEnterEvent* event)
@ -178,8 +166,6 @@ bool RenderWidget::event(QEvent* event)
switch (event->type())
{
case QEvent::Paint:
return !autoFillBackground();
case QEvent::KeyPress:
{
QKeyEvent* ke = static_cast<QKeyEvent*>(event);

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@ -33,7 +33,6 @@ private:
void HandleCursorTimer();
void OnHideCursorChanged();
void OnKeepOnTopChanged(bool top);
void SetFillBackground(bool fill);
void OnFreeLookMouseMove(QMouseEvent* event);
void PassEventToImGui(const QEvent* event);
void SetImGuiKeyMap();

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@ -50,14 +50,14 @@ void ControllerInterface::Initialize(const WindowSystemInfo& wsi)
m_is_populating_devices = true;
#ifdef CIFACE_USE_WIN32
ciface::Win32::Init(wsi.render_surface);
ciface::Win32::Init(wsi.render_window);
#endif
#ifdef CIFACE_USE_XLIB
// nothing needed
#endif
#ifdef CIFACE_USE_OSX
if (m_wsi.type == WindowSystemType::MacOS)
ciface::OSX::Init(wsi.render_surface);
ciface::OSX::Init(wsi.render_window);
// nothing needed for Quartz
#endif
#ifdef CIFACE_USE_SDL
@ -84,7 +84,8 @@ void ControllerInterface::ChangeWindow(void* hwnd)
if (!m_is_init)
return;
m_wsi.render_surface = hwnd;
// This shouldn't use render_surface so no need to update it.
m_wsi.render_window = hwnd;
RefreshDevices();
}

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@ -18,6 +18,6 @@ public:
std::string GetName() const override { return "Vulkan"; }
std::string GetDisplayName() const override { return _trans("Vulkan"); }
void InitBackendInfo() override;
void PrepareWindow(const WindowSystemInfo& wsi) override;
void PrepareWindow(WindowSystemInfo& wsi) override;
};
} // namespace Vulkan

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@ -304,7 +304,7 @@ static bool IsRunningOnMojaveOrHigher()
}
#endif
void VideoBackend::PrepareWindow(const WindowSystemInfo& wsi)
void VideoBackend::PrepareWindow(WindowSystemInfo& wsi)
{
#if defined(VK_USE_PLATFORM_MACOS_MVK)
// This is kinda messy, but it avoids having to write Objective C++ just to create a metal layer.
@ -342,6 +342,10 @@ void VideoBackend::PrepareWindow(const WindowSystemInfo& wsi)
// layer.contentsScale = factor
reinterpret_cast<void (*)(id, SEL, double)>(objc_msgSend)(layer, sel_getUid("setContentsScale:"),
factor);
// Store the layer pointer, that way MoltenVK doesn't call [NSView layer] outside the main thread.
wsi.render_surface = layer;
// The Metal version included with MacOS 10.13 and below does not support several features we
// require. Furthermore, the drivers seem to choke on our shaders (mainly Intel). So, we warn
// the user that this is an unsupported configuration, but permit them to continue.

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@ -47,7 +47,7 @@ public:
// Prepares a native window for rendering. This is called on the main thread, or the
// thread which owns the window.
virtual void PrepareWindow(const WindowSystemInfo& wsi) {}
virtual void PrepareWindow(WindowSystemInfo& wsi) {}
static std::string BadShaderFilename(const char* shader_stage, int counter);