dolphin/Source/Core/VideoCommon/VideoBackendBase.cpp
Vincent Milum Jr 4e443ed857
Adding AmdPowerXpressRequestHighPerformance
Adding AmdPowerXpressRequestHighPerformance

This will allow AMD drivers to detect the request to use the dGPU instead of the iGPU on compatible hybrid graphics systems.

Reference: https://community.amd.com/thread/169965
2020-09-09 22:09:34 -07:00

328 lines
9.1 KiB
C++

// Copyright 2011 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#include "VideoCommon/VideoBackendBase.h"
#include <algorithm>
#include <cstring>
#include <memory>
#include <string>
#include <vector>
#include "fmt/format.h"
#include "Common/ChunkFile.h"
#include "Common/CommonTypes.h"
#include "Common/Config/Config.h"
#include "Common/Event.h"
#include "Common/Logging/Log.h"
#include "Core/Config/MainSettings.h"
#include "Core/ConfigManager.h"
#include "Core/Core.h"
// OpenGL is not available on Windows-on-ARM64
#if !defined(_WIN32) || !defined(_M_ARM64)
#define HAS_OPENGL 1
#endif
// TODO: ugly
#ifdef _WIN32
#include "VideoBackends/D3D/VideoBackend.h"
#include "VideoBackends/D3D12/VideoBackend.h"
#endif
#include "VideoBackends/Null/VideoBackend.h"
#ifdef HAS_OPENGL
#include "VideoBackends/OGL/VideoBackend.h"
#include "VideoBackends/Software/VideoBackend.h"
#endif
#include "VideoBackends/Vulkan/VideoBackend.h"
#include "VideoCommon/AsyncRequests.h"
#include "VideoCommon/BPStructs.h"
#include "VideoCommon/CPMemory.h"
#include "VideoCommon/CommandProcessor.h"
#include "VideoCommon/Fifo.h"
#include "VideoCommon/GeometryShaderManager.h"
#include "VideoCommon/IndexGenerator.h"
#include "VideoCommon/OpcodeDecoding.h"
#include "VideoCommon/PixelEngine.h"
#include "VideoCommon/PixelShaderManager.h"
#include "VideoCommon/RenderBase.h"
#include "VideoCommon/TextureCacheBase.h"
#include "VideoCommon/VertexLoaderManager.h"
#include "VideoCommon/VertexManagerBase.h"
#include "VideoCommon/VertexShaderManager.h"
#include "VideoCommon/VideoCommon.h"
#include "VideoCommon/VideoConfig.h"
#include "VideoCommon/VideoState.h"
std::vector<std::unique_ptr<VideoBackendBase>> g_available_video_backends;
VideoBackendBase* g_video_backend = nullptr;
static VideoBackendBase* s_default_backend = nullptr;
#ifdef _WIN32
#include <windows.h>
// Nvidia drivers >= v302 will check if the application exports a global
// variable named NvOptimusEnablement to know if it should run the app in high
// performance graphics mode or using the IGP.
// AMD drivers >= 13.35 do the same, but for the variable
// named AmdPowerXpressRequestHighPerformance instead.
extern "C" {
__declspec(dllexport) DWORD NvOptimusEnablement = 1;
__declspec(dllexport) int AmdPowerXpressRequestHighPerformance = 1;
}
#endif
std::string VideoBackendBase::BadShaderFilename(const char* shader_stage, int counter)
{
return fmt::format("{}bad_{}_{}_{}.txt", File::GetUserPath(D_DUMP_IDX), shader_stage,
g_video_backend->GetName(), counter);
}
void VideoBackendBase::Video_ExitLoop()
{
Fifo::ExitGpuLoop();
}
// Run from the CPU thread (from VideoInterface.cpp)
void VideoBackendBase::Video_BeginField(u32 xfb_addr, u32 fb_width, u32 fb_stride, u32 fb_height,
u64 ticks)
{
if (m_initialized && g_renderer && !g_ActiveConfig.bImmediateXFB)
{
Fifo::SyncGPU(Fifo::SyncGPUReason::Swap);
AsyncRequests::Event e;
e.time = ticks;
e.type = AsyncRequests::Event::SWAP_EVENT;
e.swap_event.xfbAddr = xfb_addr;
e.swap_event.fbWidth = fb_width;
e.swap_event.fbStride = fb_stride;
e.swap_event.fbHeight = fb_height;
AsyncRequests::GetInstance()->PushEvent(e, false);
}
}
u32 VideoBackendBase::Video_AccessEFB(EFBAccessType type, u32 x, u32 y, u32 data)
{
if (!g_ActiveConfig.bEFBAccessEnable || x >= EFB_WIDTH || y >= EFB_HEIGHT)
{
return 0;
}
if (type == EFBAccessType::PokeColor || type == EFBAccessType::PokeZ)
{
AsyncRequests::Event e;
e.type = type == EFBAccessType::PokeColor ? AsyncRequests::Event::EFB_POKE_COLOR :
AsyncRequests::Event::EFB_POKE_Z;
e.time = 0;
e.efb_poke.data = data;
e.efb_poke.x = x;
e.efb_poke.y = y;
AsyncRequests::GetInstance()->PushEvent(e, false);
return 0;
}
else
{
AsyncRequests::Event e;
u32 result;
e.type = type == EFBAccessType::PeekColor ? AsyncRequests::Event::EFB_PEEK_COLOR :
AsyncRequests::Event::EFB_PEEK_Z;
e.time = 0;
e.efb_peek.x = x;
e.efb_peek.y = y;
e.efb_peek.data = &result;
AsyncRequests::GetInstance()->PushEvent(e, true);
return result;
}
}
u32 VideoBackendBase::Video_GetQueryResult(PerfQueryType type)
{
if (!g_perf_query->ShouldEmulate())
{
return 0;
}
Fifo::SyncGPU(Fifo::SyncGPUReason::PerfQuery);
AsyncRequests::Event e;
e.time = 0;
e.type = AsyncRequests::Event::PERF_QUERY;
if (!g_perf_query->IsFlushed())
AsyncRequests::GetInstance()->PushEvent(e, true);
return g_perf_query->GetQueryResult(type);
}
u16 VideoBackendBase::Video_GetBoundingBox(int index)
{
if (!g_ActiveConfig.bBBoxEnable)
{
static bool warn_once = true;
if (warn_once)
{
ERROR_LOG(VIDEO, "BBox shall be used but it is disabled. Please use a gameini to enable it "
"for this game.");
}
warn_once = false;
return 0;
}
if (!g_ActiveConfig.backend_info.bSupportsBBox)
{
static bool warn_once = true;
if (warn_once)
{
PanicAlertT("This game requires bounding box emulation to run properly but your graphics "
"card or its drivers do not support it. As a result you will experience bugs or "
"freezes while running this game.");
}
warn_once = false;
return 0;
}
Fifo::SyncGPU(Fifo::SyncGPUReason::BBox);
AsyncRequests::Event e;
u16 result;
e.time = 0;
e.type = AsyncRequests::Event::BBOX_READ;
e.bbox.index = index;
e.bbox.data = &result;
AsyncRequests::GetInstance()->PushEvent(e, true);
return result;
}
// This function is called at static initialization, so we can't rely on s_default_backend being set
std::string VideoBackendBase::GetDefaultBackendName()
{
#ifdef HAS_OPENGL
return OGL::VideoBackend::NAME;
#elif defined(_WIN32)
return DX11::VideoBackend::NAME;
#else
return Vulkan::VideoBackend::NAME;
#endif
}
void VideoBackendBase::PopulateList()
{
// OGL > D3D11 > D3D12 > Vulkan > SW > Null
#ifdef HAS_OPENGL
g_available_video_backends.push_back(std::make_unique<OGL::VideoBackend>());
#endif
#ifdef _WIN32
g_available_video_backends.push_back(std::make_unique<DX11::VideoBackend>());
g_available_video_backends.push_back(std::make_unique<DX12::VideoBackend>());
#endif
g_available_video_backends.push_back(std::make_unique<Vulkan::VideoBackend>());
#ifdef HAS_OPENGL
g_available_video_backends.push_back(std::make_unique<SW::VideoSoftware>());
#endif
g_available_video_backends.push_back(std::make_unique<Null::VideoBackend>());
const auto iter =
std::find_if(g_available_video_backends.begin(), g_available_video_backends.end(),
[](const auto& backend) { return backend != nullptr; });
if (iter == g_available_video_backends.end())
return;
s_default_backend = iter->get();
g_video_backend = iter->get();
}
void VideoBackendBase::ClearList()
{
g_available_video_backends.clear();
}
void VideoBackendBase::ActivateBackend(const std::string& name)
{
// If empty, set it to the default backend (expected behavior)
if (name.empty())
g_video_backend = s_default_backend;
const auto iter =
std::find_if(g_available_video_backends.begin(), g_available_video_backends.end(),
[&name](const auto& backend) { return name == backend->GetName(); });
if (iter == g_available_video_backends.end())
return;
g_video_backend = iter->get();
}
void VideoBackendBase::PopulateBackendInfo()
{
// We refresh the config after initializing the backend info, as system-specific settings
// such as anti-aliasing, or the selected adapter may be invalid, and should be checked.
ActivateBackend(Config::Get(Config::MAIN_GFX_BACKEND));
g_video_backend->InitBackendInfo();
g_Config.Refresh();
}
void VideoBackendBase::PopulateBackendInfoFromUI()
{
// If the core is running, the backend info will have been populated already.
// If we did it here, the UI thread can race with the with the GPU thread.
if (!Core::IsRunning())
PopulateBackendInfo();
}
void VideoBackendBase::DoState(PointerWrap& p)
{
if (!SConfig::GetInstance().bCPUThread)
{
VideoCommon_DoState(p);
return;
}
AsyncRequests::Event ev = {};
ev.do_save_state.p = &p;
ev.type = AsyncRequests::Event::DO_SAVE_STATE;
AsyncRequests::GetInstance()->PushEvent(ev, true);
// Let the GPU thread sleep after loading the state, so we're not spinning if paused after loading
// a state. The next GP burst will wake it up again.
Fifo::GpuMaySleep();
}
void VideoBackendBase::InitializeShared()
{
memset(&g_main_cp_state, 0, sizeof(g_main_cp_state));
memset(&g_preprocess_cp_state, 0, sizeof(g_preprocess_cp_state));
memset(texMem, 0, TMEM_SIZE);
// do not initialize again for the config window
m_initialized = true;
CommandProcessor::Init();
Fifo::Init();
OpcodeDecoder::Init();
PixelEngine::Init();
BPInit();
VertexLoaderManager::Init();
VertexShaderManager::Init();
GeometryShaderManager::Init();
PixelShaderManager::Init();
g_Config.VerifyValidity();
UpdateActiveConfig();
}
void VideoBackendBase::ShutdownShared()
{
m_initialized = false;
VertexLoaderManager::Clear();
Fifo::Shutdown();
}