Vulkan: Support logging debug reports without enabling validation layers

There is a caveat, Host GPU must be checked prior to starting the game, as
we can't enable the extension at runtime without recreating the instance.
This commit is contained in:
Stenzek
2016-12-04 19:36:48 +10:00
parent 1cfb0a1185
commit 4e9018049d
3 changed files with 43 additions and 25 deletions

View File

@ -4,6 +4,7 @@
#include <vector>
#include "Common/Logging/LogManager.h"
#include "Core/Host.h"
#include "VideoBackends/Vulkan/CommandBufferManager.h"
@ -32,7 +33,7 @@ void VideoBackend::InitBackendInfo()
if (LoadVulkanLibrary())
{
VkInstance temp_instance = VulkanContext::CreateVulkanInstance(false, false);
VkInstance temp_instance = VulkanContext::CreateVulkanInstance(false, false, false);
if (temp_instance)
{
if (LoadVulkanInstanceFunctions(temp_instance))
@ -72,6 +73,23 @@ void VideoBackend::InitBackendInfo()
}
}
// Helper method to check whether the Host GPU logging category is enabled.
static bool IsHostGPULoggingEnabled()
{
return LogManager::GetInstance()->IsEnabled(LogTypes::HOST_GPU, LogTypes::LERROR);
}
// Helper method to determine whether to enable the debug report extension.
static bool ShouldEnableDebugReports(bool enable_validation_layers)
{
// Enable debug reports if the Host GPU log option is checked, or validation layers are enabled.
// The only issue here is that if Host GPU is not checked when the instance is created, the debug
// report extension will not be enabled, requiring the game to be restarted before any reports
// will be logged. Otherwise, we'd have to enable debug reports on every instance, when most
// users will never check the Host GPU logging category.
return enable_validation_layers || IsHostGPULoggingEnabled();
}
bool VideoBackend::Initialize(void* window_handle)
{
if (!LoadVulkanLibrary())
@ -87,7 +105,7 @@ bool VideoBackend::Initialize(void* window_handle)
InitBackendInfo();
InitializeShared();
// Check for presence of the debug layer before trying to enable it
// 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())
{
@ -96,9 +114,10 @@ bool VideoBackend::Initialize(void* window_handle)
}
// Create Vulkan instance, needed before we can create a surface.
bool enable_surface = (window_handle != nullptr);
VkInstance instance =
VulkanContext::CreateVulkanInstance(enable_surface, enable_validation_layer);
bool enable_surface = window_handle != nullptr;
bool enable_debug_reports = ShouldEnableDebugReports(enable_validation_layer);
VkInstance instance = VulkanContext::CreateVulkanInstance(enable_surface, enable_debug_reports,
enable_validation_layer);
if (instance == VK_NULL_HANDLE)
{
PanicAlert("Failed to create Vulkan instance.");
@ -155,8 +174,9 @@ bool VideoBackend::Initialize(void* window_handle)
}
// 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, enable_validation_layer);
g_vulkan_context =
VulkanContext::Create(instance, gpu_list[selected_adapter_index], surface, &g_Config,
enable_debug_reports, enable_validation_layer);
if (!g_vulkan_context)
{
PanicAlert("Failed to create Vulkan device");