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2cd240af0d
This stops the virtual method call from within the Renderer constructor. The initialization here for GL had to be moved to VideoBackend, as the Renderer constructor will not have been executed before the value is required.
305 lines
10 KiB
C++
305 lines
10 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/FramebufferManager.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/TextureCache.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/OnScreenDisplay.h"
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#include "VideoCommon/VideoBackendBase.h"
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#include "VideoCommon/VideoConfig.h"
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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 = VulkanContext::CreateVulkanInstance(false, 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 LogManager::GetInstance()->IsEnabled(LogTypes::HOST_GPU, LogTypes::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(void* window_handle)
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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 = window_handle != nullptr;
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bool enable_debug_reports = ShouldEnableDebugReports(enable_validation_layer);
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VkInstance instance = VulkanContext::CreateVulkanInstance(enable_surface, enable_debug_reports,
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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, window_handle);
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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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// With the backend information populated, we can now initialize videocommon.
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InitializeShared();
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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(window_handle, surface, g_Config.IsVSync());
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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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g_vulkan_context.reset();
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ShutdownShared();
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UnloadVulkanLibrary();
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return false;
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}
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}
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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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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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return false;
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}
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// Create main wrapper instances.
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g_object_cache = std::make_unique<ObjectCache>();
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g_framebuffer_manager = std::make_unique<FramebufferManager>();
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g_renderer = std::make_unique<Renderer>(std::move(swap_chain));
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// Invoke init methods on main wrapper classes.
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// These have to be done before the others because the destructors
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// for the remaining classes may call methods on these.
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if (!g_object_cache->Initialize() || !FramebufferManager::GetInstance()->Initialize() ||
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!StateTracker::CreateInstance() || !Renderer::GetInstance()->Initialize())
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{
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PanicAlert("Failed to initialize Vulkan classes.");
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g_renderer.reset();
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StateTracker::DestroyInstance();
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g_framebuffer_manager.reset();
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g_object_cache.reset();
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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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return false;
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}
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// Create remaining wrapper instances.
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g_vertex_manager = std::make_unique<VertexManager>();
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g_texture_cache = std::make_unique<TextureCache>();
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g_perf_query = std::make_unique<PerfQuery>();
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if (!VertexManager::GetInstance()->Initialize() || !TextureCache::GetInstance()->Initialize() ||
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!PerfQuery::GetInstance()->Initialize())
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{
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PanicAlert("Failed to initialize Vulkan classes.");
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g_perf_query.reset();
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g_texture_cache.reset();
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g_vertex_manager.reset();
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g_renderer.reset();
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StateTracker::DestroyInstance();
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g_framebuffer_manager.reset();
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g_object_cache.reset();
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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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return false;
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}
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return true;
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}
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// This is called after Initialize() from the Core
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// Run from the graphics thread
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void VideoBackend::Video_Prepare()
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{
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// Display the name so the user knows which device was actually created
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OSD::AddMessage(StringFromFormat("Using physical adapter %s",
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g_vulkan_context->GetDeviceProperties().deviceName)
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.c_str(),
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5000);
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}
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void VideoBackend::Shutdown()
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{
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g_command_buffer_mgr->WaitForGPUIdle();
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g_object_cache.reset();
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g_command_buffer_mgr.reset();
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g_vulkan_context.reset();
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UnloadVulkanLibrary();
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ShutdownShared();
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}
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void VideoBackend::Video_Cleanup()
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{
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g_command_buffer_mgr->WaitForGPUIdle();
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// Save all cached pipelines out to disk for next time.
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g_object_cache->SavePipelineCache();
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g_perf_query.reset();
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g_texture_cache.reset();
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g_vertex_manager.reset();
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g_framebuffer_manager.reset();
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StateTracker::DestroyInstance();
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g_renderer.reset();
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CleanupShared();
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}
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}
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