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a2f4fafe86
Since we are calling this off the UI thread, we can't use anything which accesses the underlying NSView object. We create and set the Metal layer on the UI thread before the video backend is initialized. This extension is both compatible with MoltenVK and gfx-portability for accepting a layer at surface creation.
362 lines
13 KiB
C++
362 lines
13 KiB
C++
// Copyright 2016 Dolphin Emulator Project
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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#include <vector>
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#include "Common/Logging/LogManager.h"
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#include "Common/MsgHandler.h"
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#include "VideoBackends/Vulkan/CommandBufferManager.h"
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#include "VideoBackends/Vulkan/Constants.h"
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#include "VideoBackends/Vulkan/ObjectCache.h"
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#include "VideoBackends/Vulkan/PerfQuery.h"
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#include "VideoBackends/Vulkan/Renderer.h"
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#include "VideoBackends/Vulkan/StateTracker.h"
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#include "VideoBackends/Vulkan/SwapChain.h"
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#include "VideoBackends/Vulkan/VertexManager.h"
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#include "VideoBackends/Vulkan/VideoBackend.h"
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#include "VideoBackends/Vulkan/VulkanContext.h"
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#include "VideoCommon/FramebufferManager.h"
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#include "VideoCommon/TextureCacheBase.h"
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#include "VideoCommon/VideoBackendBase.h"
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#include "VideoCommon/VideoConfig.h"
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#if defined(VK_USE_PLATFORM_METAL_EXT)
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#include <objc/message.h>
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#endif
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namespace Vulkan
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{
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void VideoBackend::InitBackendInfo()
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{
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VulkanContext::PopulateBackendInfo(&g_Config);
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if (LoadVulkanLibrary())
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{
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VkInstance temp_instance =
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VulkanContext::CreateVulkanInstance(WindowSystemType::Headless, false, false);
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if (temp_instance)
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{
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if (LoadVulkanInstanceFunctions(temp_instance))
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{
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VulkanContext::GPUList gpu_list = VulkanContext::EnumerateGPUs(temp_instance);
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VulkanContext::PopulateBackendInfoAdapters(&g_Config, gpu_list);
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if (!gpu_list.empty())
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{
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// Use the selected adapter, or the first to fill features.
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size_t device_index = static_cast<size_t>(g_Config.iAdapter);
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if (device_index >= gpu_list.size())
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device_index = 0;
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VkPhysicalDevice gpu = gpu_list[device_index];
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VkPhysicalDeviceProperties properties;
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vkGetPhysicalDeviceProperties(gpu, &properties);
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VkPhysicalDeviceFeatures features;
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vkGetPhysicalDeviceFeatures(gpu, &features);
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VulkanContext::PopulateBackendInfoFeatures(&g_Config, gpu, properties, features);
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VulkanContext::PopulateBackendInfoMultisampleModes(&g_Config, gpu, properties);
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}
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}
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vkDestroyInstance(temp_instance, nullptr);
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}
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else
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{
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PanicAlert("Failed to create Vulkan instance.");
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}
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UnloadVulkanLibrary();
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}
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else
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{
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PanicAlert("Failed to load Vulkan library.");
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}
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}
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// Helper method to check whether the Host GPU logging category is enabled.
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static bool IsHostGPULoggingEnabled()
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{
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return Common::Log::LogManager::GetInstance()->IsEnabled(Common::Log::HOST_GPU,
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Common::Log::LERROR);
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}
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// Helper method to determine whether to enable the debug report extension.
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static bool ShouldEnableDebugReports(bool enable_validation_layers)
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{
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// Enable debug reports if the Host GPU log option is checked, or validation layers are enabled.
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// The only issue here is that if Host GPU is not checked when the instance is created, the debug
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// report extension will not be enabled, requiring the game to be restarted before any reports
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// will be logged. Otherwise, we'd have to enable debug reports on every instance, when most
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// users will never check the Host GPU logging category.
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return enable_validation_layers || IsHostGPULoggingEnabled();
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}
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bool VideoBackend::Initialize(const WindowSystemInfo& wsi)
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{
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if (!LoadVulkanLibrary())
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{
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PanicAlert("Failed to load Vulkan library.");
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return false;
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}
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// Check for presence of the validation layers before trying to enable it
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bool enable_validation_layer = g_Config.bEnableValidationLayer;
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if (enable_validation_layer && !VulkanContext::CheckValidationLayerAvailablility())
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{
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WARN_LOG(VIDEO, "Validation layer requested but not available, disabling.");
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enable_validation_layer = false;
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}
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// Create Vulkan instance, needed before we can create a surface, or enumerate devices.
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// We use this instance to fill in backend info, then re-use it for the actual device.
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bool enable_surface = wsi.type != WindowSystemType::Headless;
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bool enable_debug_reports = ShouldEnableDebugReports(enable_validation_layer);
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VkInstance instance =
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VulkanContext::CreateVulkanInstance(wsi.type, enable_debug_reports, enable_validation_layer);
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if (instance == VK_NULL_HANDLE)
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{
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PanicAlert("Failed to create Vulkan instance.");
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UnloadVulkanLibrary();
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return false;
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}
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// Load instance function pointers.
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if (!LoadVulkanInstanceFunctions(instance))
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{
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PanicAlert("Failed to load Vulkan instance functions.");
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vkDestroyInstance(instance, nullptr);
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UnloadVulkanLibrary();
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return false;
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}
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// Obtain a list of physical devices (GPUs) from the instance.
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// We'll re-use this list later when creating the device.
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VulkanContext::GPUList gpu_list = VulkanContext::EnumerateGPUs(instance);
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if (gpu_list.empty())
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{
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PanicAlert("No Vulkan physical devices available.");
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vkDestroyInstance(instance, nullptr);
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UnloadVulkanLibrary();
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return false;
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}
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// Populate BackendInfo with as much information as we can at this point.
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VulkanContext::PopulateBackendInfo(&g_Config);
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VulkanContext::PopulateBackendInfoAdapters(&g_Config, gpu_list);
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// We need the surface before we can create a device, as some parameters depend on it.
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VkSurfaceKHR surface = VK_NULL_HANDLE;
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if (enable_surface)
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{
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surface = SwapChain::CreateVulkanSurface(instance, wsi);
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if (surface == VK_NULL_HANDLE)
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{
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PanicAlert("Failed to create Vulkan surface.");
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vkDestroyInstance(instance, nullptr);
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UnloadVulkanLibrary();
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return false;
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}
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}
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// Since we haven't called InitializeShared yet, iAdapter may be out of range,
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// so we have to check it ourselves.
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size_t selected_adapter_index = static_cast<size_t>(g_Config.iAdapter);
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if (selected_adapter_index >= gpu_list.size())
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{
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WARN_LOG(VIDEO, "Vulkan adapter index out of range, selecting first adapter.");
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selected_adapter_index = 0;
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}
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// Now we can create the Vulkan device. VulkanContext takes ownership of the instance and surface.
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g_vulkan_context = VulkanContext::Create(instance, gpu_list[selected_adapter_index], surface,
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enable_debug_reports, enable_validation_layer);
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if (!g_vulkan_context)
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{
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PanicAlert("Failed to create Vulkan device");
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UnloadVulkanLibrary();
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return false;
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}
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// Since VulkanContext maintains a copy of the device features and properties, we can use this
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// to initialize the backend information, so that we don't need to enumerate everything again.
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VulkanContext::PopulateBackendInfoFeatures(&g_Config, g_vulkan_context->GetPhysicalDevice(),
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g_vulkan_context->GetDeviceProperties(),
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g_vulkan_context->GetDeviceFeatures());
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VulkanContext::PopulateBackendInfoMultisampleModes(
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&g_Config, g_vulkan_context->GetPhysicalDevice(), g_vulkan_context->GetDeviceProperties());
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g_Config.backend_info.bSupportsExclusiveFullscreen =
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enable_surface && g_vulkan_context->SupportsExclusiveFullscreen(wsi, surface);
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// With the backend information populated, we can now initialize videocommon.
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InitializeShared();
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// Create command buffers. We do this separately because the other classes depend on it.
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g_command_buffer_mgr = std::make_unique<CommandBufferManager>(g_Config.bBackendMultithreading);
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if (!g_command_buffer_mgr->Initialize())
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{
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PanicAlert("Failed to create Vulkan command buffers");
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Shutdown();
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return false;
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}
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// Remaining classes are also dependent on object cache.
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g_object_cache = std::make_unique<ObjectCache>();
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if (!g_object_cache->Initialize())
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{
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PanicAlert("Failed to initialize Vulkan object cache.");
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Shutdown();
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return false;
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}
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// Create swap chain. This has to be done early so that the target size is correct for auto-scale.
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std::unique_ptr<SwapChain> swap_chain;
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if (surface != VK_NULL_HANDLE)
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{
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swap_chain = SwapChain::Create(wsi, surface, g_ActiveConfig.bVSyncActive);
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if (!swap_chain)
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{
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PanicAlert("Failed to create Vulkan swap chain.");
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Shutdown();
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return false;
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}
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}
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if (!StateTracker::CreateInstance())
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{
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PanicAlert("Failed to create state tracker");
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Shutdown();
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return false;
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}
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// Create main wrapper instances.
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g_renderer = std::make_unique<Renderer>(std::move(swap_chain), wsi.render_surface_scale);
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g_vertex_manager = std::make_unique<VertexManager>();
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g_shader_cache = std::make_unique<VideoCommon::ShaderCache>();
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g_framebuffer_manager = std::make_unique<FramebufferManager>();
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g_texture_cache = std::make_unique<TextureCacheBase>();
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g_perf_query = std::make_unique<PerfQuery>();
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if (!g_vertex_manager->Initialize() || !g_shader_cache->Initialize() ||
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!g_renderer->Initialize() || !g_framebuffer_manager->Initialize() ||
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!g_texture_cache->Initialize() || !PerfQuery::GetInstance()->Initialize())
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{
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PanicAlert("Failed to initialize renderer classes");
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Shutdown();
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return false;
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}
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g_shader_cache->InitializeShaderCache();
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return true;
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}
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void VideoBackend::Shutdown()
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{
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if (g_vulkan_context)
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vkDeviceWaitIdle(g_vulkan_context->GetDevice());
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if (g_shader_cache)
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g_shader_cache->Shutdown();
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if (g_object_cache)
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g_object_cache->Shutdown();
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if (g_renderer)
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g_renderer->Shutdown();
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g_perf_query.reset();
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g_texture_cache.reset();
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g_framebuffer_manager.reset();
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g_shader_cache.reset();
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g_vertex_manager.reset();
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g_renderer.reset();
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g_object_cache.reset();
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StateTracker::DestroyInstance();
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g_command_buffer_mgr.reset();
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g_vulkan_context.reset();
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ShutdownShared();
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UnloadVulkanLibrary();
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}
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#if defined(VK_USE_PLATFORM_METAL_EXT)
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static bool IsRunningOnMojaveOrHigher()
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{
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// id processInfo = [NSProcessInfo processInfo]
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id processInfo = reinterpret_cast<id (*)(Class, SEL)>(objc_msgSend)(
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objc_getClass("NSProcessInfo"), sel_getUid("processInfo"));
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if (!processInfo)
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return false;
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struct OSVersion // NSOperatingSystemVersion
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{
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size_t major_version; // NSInteger majorVersion
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size_t minor_version; // NSInteger minorVersion
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size_t patch_version; // NSInteger patchVersion
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};
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// const bool meets_requirement = [processInfo isOperatingSystemAtLeastVersion:required_version];
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constexpr OSVersion required_version = {10, 14, 0};
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const bool meets_requirement = reinterpret_cast<bool (*)(id, SEL, OSVersion)>(objc_msgSend)(
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processInfo, sel_getUid("isOperatingSystemAtLeastVersion:"), required_version);
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return meets_requirement;
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}
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#endif
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void VideoBackend::PrepareWindow(WindowSystemInfo& wsi)
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{
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#if defined(VK_USE_PLATFORM_METAL_EXT)
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// This is kinda messy, but it avoids having to write Objective C++ just to create a metal layer.
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id view = reinterpret_cast<id>(wsi.render_surface);
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Class clsCAMetalLayer = objc_getClass("CAMetalLayer");
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if (!clsCAMetalLayer)
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{
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ERROR_LOG(VIDEO, "Failed to get CAMetalLayer class.");
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return;
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}
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// [CAMetalLayer layer]
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id layer = reinterpret_cast<id (*)(Class, SEL)>(objc_msgSend)(objc_getClass("CAMetalLayer"),
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sel_getUid("layer"));
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if (!layer)
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{
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ERROR_LOG(VIDEO, "Failed to create Metal layer.");
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return;
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}
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// [view setWantsLayer:YES]
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reinterpret_cast<void (*)(id, SEL, BOOL)>(objc_msgSend)(view, sel_getUid("setWantsLayer:"), YES);
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// [view setLayer:layer]
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reinterpret_cast<void (*)(id, SEL, id)>(objc_msgSend)(view, sel_getUid("setLayer:"), layer);
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// NSScreen* screen = [NSScreen mainScreen]
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id screen = reinterpret_cast<id (*)(Class, SEL)>(objc_msgSend)(objc_getClass("NSScreen"),
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sel_getUid("mainScreen"));
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// CGFloat factor = [screen backingScaleFactor]
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double factor =
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reinterpret_cast<double (*)(id, SEL)>(objc_msgSend)(screen, sel_getUid("backingScaleFactor"));
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// layer.contentsScale = factor
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reinterpret_cast<void (*)(id, SEL, double)>(objc_msgSend)(layer, sel_getUid("setContentsScale:"),
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factor);
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// Store the layer pointer, that way MoltenVK doesn't call [NSView layer] outside the main thread.
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wsi.render_surface = layer;
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// The Metal version included with MacOS 10.13 and below does not support several features we
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// require. Furthermore, the drivers seem to choke on our shaders (mainly Intel). So, we warn
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// the user that this is an unsupported configuration, but permit them to continue.
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if (!IsRunningOnMojaveOrHigher())
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{
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PanicAlertT(
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"You are attempting to use the Vulkan (Metal) backend on an unsupported operating system. "
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"For all functionality to be enabled, you must use macOS 10.14 (Mojave) or newer. Please "
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"do not report any issues encountered unless they also occur on 10.14+.");
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}
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#endif
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}
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} // namespace Vulkan
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