// Copyright 2011 Dolphin Emulator Project // SPDX-License-Identifier: GPL-2.0-or-later #include "VideoCommon/VideoBackendBase.h" #include #include #include #include #include #include #include "Common/ChunkFile.h" #include "Common/CommonTypes.h" #include "Common/Event.h" #include "Common/FileUtil.h" #include "Common/Logging/Log.h" #include "Core/Config/MainSettings.h" #include "Core/ConfigManager.h" #include "Core/Core.h" #include "Core/System.h" // 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 #ifdef HAS_VULKAN #include "VideoBackends/Vulkan/VideoBackend.h" #endif #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/TMEM.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" VideoBackendBase* g_video_backend = nullptr; #ifdef _WIN32 #include // 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_OutputXFB(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_FMT(VIDEO, "BBox shall be used but it is disabled. Please use a gameini to enable it " "for this game."); } warn_once = false; } else if (!g_ActiveConfig.backend_info.bSupportsBBox) { static bool warn_once = true; if (warn_once) { PanicAlertFmtT( "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; } 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; } static VideoBackendBase* GetDefaultVideoBackend() { const auto& backends = VideoBackendBase::GetAvailableBackends(); if (backends.empty()) return nullptr; return backends.front().get(); } std::string VideoBackendBase::GetDefaultBackendName() { auto* default_backend = GetDefaultVideoBackend(); return default_backend ? default_backend->GetName() : ""; } const std::vector>& VideoBackendBase::GetAvailableBackends() { static auto s_available_backends = [] { std::vector> backends; // OGL > D3D11 > D3D12 > Vulkan > SW > Null // On macOS, we prefer Vulkan over OpenGL due to OpenGL support being deprecated by Apple. #ifdef HAS_OPENGL backends.push_back(std::make_unique()); #endif #ifdef _WIN32 backends.push_back(std::make_unique()); backends.push_back(std::make_unique()); #endif #ifdef HAS_VULKAN #ifdef __APPLE__ // Emplace the Vulkan backend at the beginning so it takes precedence over OpenGL. backends.emplace(backends.begin(), std::make_unique()); #else backends.push_back(std::make_unique()); #endif #endif #ifdef HAS_OPENGL backends.push_back(std::make_unique()); #endif backends.push_back(std::make_unique()); if (!backends.empty()) g_video_backend = backends.front().get(); return backends; }(); return s_available_backends; } void VideoBackendBase::ActivateBackend(const std::string& name) { // If empty, set it to the default backend (expected behavior) if (name.empty()) g_video_backend = GetDefaultVideoBackend(); const auto& backends = GetAvailableBackends(); const auto iter = std::find_if(backends.begin(), backends.end(), [&name](const auto& backend) { return name == backend->GetName(); }); if (iter == backends.end()) return; g_video_backend = iter->get(); } void VideoBackendBase::PopulateBackendInfo() { g_Config.Refresh(); // Reset backend_info so if the backend forgets to initialize something it doesn't end up using // a value from the previously used renderer g_Config.backend_info = {}; ActivateBackend(Config::Get(Config::MAIN_GFX_BACKEND)); g_video_backend->InitBackendInfo(); // We validate 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. g_Config.VerifyValidity(); } 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 (!Core::System::GetInstance().IsDualCoreMode()) { 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(reinterpret_cast(&g_main_cp_state), 0, sizeof(g_main_cp_state)); memset(reinterpret_cast(&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(); PixelEngine::Init(); BPInit(); VertexLoaderManager::Init(); VertexShaderManager::Init(); GeometryShaderManager::Init(); PixelShaderManager::Init(); TMEM::Init(); g_Config.VerifyValidity(); UpdateActiveConfig(); } void VideoBackendBase::ShutdownShared() { m_initialized = false; VertexLoaderManager::Clear(); Fifo::Shutdown(); }