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https://github.com/hrydgard/ppsspp.git
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For when there's nothing to present to. Instead of a surface and swapchain, it renders into images of its own through the VulkanPresentation interface libretro uses, picking the graphics queue without a surface. Acquiring and presenting signal and wait on the frame's semaphores with empty submits. Co-Authored-By: Claude Opus 5.5 (1M context) <[email protected]>
336 lines
12 KiB
C++
336 lines
12 KiB
C++
// Copyright (c) 2015- PPSSPP Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0 or later versions.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official git repository and contact information can be found at
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// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
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// Initializing a Vulkan context is quite a complex task!
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// That's not really a strange thing though - you really do have control over everything,
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// and everything needs to be specified. There are no nebulous defaults.
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// We create a swapchain, and two framebuffers that we can point to two of the images
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// we got from the swap chain. These will be used as backbuffers.
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//
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// We also create a depth buffer. The swap chain will not allocate one for us so we need
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// to manage the memory for it ourselves.
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// The depth buffer will not really be used unless we do "non-buffered" rendering, which will happen
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// directly to one of the backbuffers.
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//
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// Render pass usage
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//
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// In normal buffered rendering mode, we do not begin the "UI" render pass until after we have rendered
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// a frame of PSP graphics. The render pass that we will use then will be the simple "uiPass" that does not
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// bother attaching the depth buffer, and discards all input (no need to even bother clearing as we will
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// draw over the whole backbuffer anyway).
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//
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// However, in non-buffered, we will have to use the depth buffer, and we must begin the rendering pass
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// before we start rendering PSP graphics, and end it only after we have completed rendering the UI on top.
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// We will also use clearing.
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//
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// So it all turns into a single rendering pass, which might be good for performance on some GPUs, but it
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// will complicate things a little.
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//
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// In a first iteration, we will not distinguish between these two cases - we will always create a depth buffer
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// and use the same render pass configuration (clear to black). However, we can later change this so we switch
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// to a non-clearing render pass in buffered mode, which might be a tiny bit faster.
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#include "Common/DbgNew.h"
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#include <sstream>
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#include "Core/Config.h"
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#include "Core/ConfigValues.h"
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#include "Core/System.h"
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#include "Core/FrameTiming.h"
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#include "Common/GPU/Vulkan/VulkanLoader.h"
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#include "Common/GPU/Vulkan/VulkanContext.h"
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#include "Common/GPU/Vulkan/VulkanPresentation.h"
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#include "Common/GPU/thin3d.h"
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#include "Common/GPU/thin3d_create.h"
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#include "Common/GPU/Vulkan/VulkanRenderManager.h"
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#include "Common/GPU/Vulkan/VulkanGraphicsContext.h"
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#include "Common/Data/Text/Parsers.h"
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#include "Common/StringUtils.h"
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#include "GPU/Vulkan/VulkanUtil.h"
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#ifdef _DEBUG
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static const bool g_validate_ = true;
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#else
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static const bool g_validate_ = false;
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#endif
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using namespace PPSSPP_VK;
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// Stands in for the swapchain in offscreen mode: a few images that frames are rendered into and left
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// in. Acquiring and presenting only signal and wait on the frame's semaphores, with empty submits, so
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// the rest of the frame synchronization works as with a real swapchain.
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class VulkanOffscreenPresentation : public VulkanPresentation {
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public:
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VulkanOffscreenPresentation(VkFormat format, VkExtent2D extent) : format_(format), extent_(extent) {}
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bool Create(VulkanContext *vulkan) {
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VkDevice device = vulkan->GetDevice();
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for (Image &img : images_) {
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VkImageCreateInfo info{ VK_STRUCTURE_TYPE_IMAGE_CREATE_INFO };
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info.imageType = VK_IMAGE_TYPE_2D;
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info.format = format_;
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info.extent = { extent_.width, extent_.height, 1 };
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info.mipLevels = 1;
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info.arrayLayers = 1;
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info.samples = VK_SAMPLE_COUNT_1_BIT;
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info.tiling = VK_IMAGE_TILING_OPTIMAL;
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info.usage = VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT | VK_IMAGE_USAGE_TRANSFER_SRC_BIT | VK_IMAGE_USAGE_TRANSFER_DST_BIT | VK_IMAGE_USAGE_SAMPLED_BIT;
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info.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
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if (vkCreateImage(device, &info, nullptr, &img.image) != VK_SUCCESS)
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return false;
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VkMemoryRequirements memreq;
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vkGetImageMemoryRequirements(device, img.image, &memreq);
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VkMemoryAllocateInfo alloc{ VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO };
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alloc.allocationSize = memreq.size;
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if (!vulkan->MemoryTypeFromProperties(memreq.memoryTypeBits, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT, &alloc.memoryTypeIndex))
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return false;
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if (vkAllocateMemory(device, &alloc, nullptr, &img.memory) != VK_SUCCESS)
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return false;
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if (vkBindImageMemory(device, img.image, img.memory, 0) != VK_SUCCESS)
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return false;
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}
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return true;
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}
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void Destroy(VulkanContext *vulkan) override {
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VkDevice device = vulkan->GetDevice();
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for (Image &img : images_) {
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if (img.image)
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vkDestroyImage(device, img.image, nullptr);
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if (img.memory)
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vkFreeMemory(device, img.memory, nullptr);
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img = {};
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}
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}
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VkResult AcquireNextImage(VulkanContext *vulkan, VkSemaphore signalSemaphore, uint32_t *imageIndex) override {
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// The queue runs in order, so an image is free again by the time later work reaches it.
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*imageIndex = next_;
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next_ = (next_ + 1) % IMAGE_COUNT;
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VkSubmitInfo submit{ VK_STRUCTURE_TYPE_SUBMIT_INFO };
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submit.signalSemaphoreCount = 1;
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submit.pSignalSemaphores = &signalSemaphore;
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return vkQueueSubmit(vulkan->GetGraphicsQueue(), 1, &submit, VK_NULL_HANDLE);
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}
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VkResult QueuePresent(VulkanContext *vulkan, VkQueue queue, uint32_t imageIndex, VkSemaphore waitSemaphore) override {
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// Nothing to show it on, so just consume the semaphore.
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VkPipelineStageFlags stage = VK_PIPELINE_STAGE_ALL_COMMANDS_BIT;
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VkSubmitInfo submit{ VK_STRUCTURE_TYPE_SUBMIT_INFO };
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submit.waitSemaphoreCount = 1;
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submit.pWaitSemaphores = &waitSemaphore;
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submit.pWaitDstStageMask = &stage;
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return vkQueueSubmit(queue, 1, &submit, VK_NULL_HANDLE);
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}
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uint32_t GetImageCount() const override { return IMAGE_COUNT; }
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VkImage GetImage(uint32_t index) const override { return images_[index].image; }
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VkExtent2D GetExtent() const override { return extent_; }
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VkFormat GetFormat() const override { return format_; }
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VkImageLayout GetPresentLayout() const override { return VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL; }
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private:
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static constexpr int IMAGE_COUNT = 2;
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struct Image {
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VkImage image = VK_NULL_HANDLE;
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VkDeviceMemory memory = VK_NULL_HANDLE;
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};
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Image images_[IMAGE_COUNT];
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VkFormat format_;
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VkExtent2D extent_;
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uint32_t next_ = 0;
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};
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bool VulkanGraphicsContext::InitAPI(void *wnd, std::string *deviceName, std::string *errorMessage) {
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*errorMessage = "N/A";
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_dbg_assert_(deviceName);
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if (vulkan_) {
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*errorMessage = "Already initialized";
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return false;
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}
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init_glslang();
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g_LogOptions.breakOnError = true;
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g_LogOptions.breakOnWarning = true;
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g_LogOptions.msgBoxOnError = false;
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std::string errorStr;
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if (!VulkanLoad(&errorStr)) {
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*errorMessage = "Failed to load Vulkan driver library: ";
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(*errorMessage) += errorStr;
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return false;
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}
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vulkan_ = new VulkanContext();
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VulkanContext::CreateInfo info{};
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InitVulkanCreateInfoFromConfig(&info);
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if (VK_SUCCESS != vulkan_->CreateInstance(info)) {
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*errorMessage = vulkan_->InitError();
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delete vulkan_;
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vulkan_ = nullptr;
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return false;
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}
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int deviceNum = vulkan_->GetPhysicalDeviceByName(*deviceName);
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if (deviceNum < 0) {
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deviceNum = vulkan_->GetBestPhysicalDevice();
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if (!deviceName->empty()) {
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*deviceName = vulkan_->GetPhysicalDeviceProperties(deviceNum).properties.deviceName;
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}
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}
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if (vulkan_->CreateDevice(deviceNum) != VK_SUCCESS) {
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*errorMessage = vulkan_->InitError();
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delete vulkan_;
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vulkan_ = nullptr;
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return false;
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}
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// Normally the queue is picked along with the surface, which must be able to present from it.
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if (offscreenWidth_ > 0 && !vulkan_->ChooseGraphicsQueueWithoutSurface()) {
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*errorMessage = "No graphics queue";
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return false;
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}
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return true;
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}
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bool VulkanGraphicsContext::InitSurface(WindowSystem winsys, void *data1, void *data2, std::string *errorMessage) {
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if (offscreenWidth_ > 0) {
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auto presentation = std::make_unique<VulkanOffscreenPresentation>(VK_FORMAT_B8G8R8A8_UNORM, VkExtent2D{ (uint32_t)offscreenWidth_, (uint32_t)offscreenHeight_ });
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if (!presentation->Create(vulkan_)) {
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presentation->Destroy(vulkan_);
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*errorMessage = "Failed to create the offscreen images";
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return false;
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}
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vulkan_->SetPresentation(std::move(presentation));
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} else {
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// Don't proceed on failure - without a surface there's no present mode, no swapchain and no queue,
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// so everything below would just fail in more confusing ways further down (it used to assert deep
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// inside the thin3d context constructor). Let the caller fall back to another backend instead.
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VkResult res = vulkan_->InitSurface(winsys, data1, data2);
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if (res != VK_SUCCESS) {
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*errorMessage = vulkan_->InitError();
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if (errorMessage->empty()) {
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*errorMessage = StringFromFormat("Failed to initialize Vulkan surface: %s", VulkanResultToString(res));
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}
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return false;
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}
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}
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bool useMultiThreading = g_Config.bRenderMultiThreading;
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if (g_Config.iInflightFrames == 1) {
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useMultiThreading = false;
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}
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draw_ = Draw::T3DCreateVulkanContext(vulkan_, useMultiThreading);
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if (offscreenWidth_ == 0) {
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VkPresentModeKHR presentMode = ConfigPresentModeToVulkan(draw_);
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#ifdef VK_EXT_full_screen_exclusive
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vulkan_->SetFullScreenExclusiveMode(g_Config.bFullScreen && g_Config.bAllowFullScreenExclusive
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? VK_FULL_SCREEN_EXCLUSIVE_ALLOWED_EXT
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: VK_FULL_SCREEN_EXCLUSIVE_DISALLOWED_EXT);
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#endif
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if (!vulkan_->InitSwapchain(presentMode)) {
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*errorMessage = vulkan_->InitError();
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return false;
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}
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}
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SetGPUBackend(GPUBackend::VULKAN, vulkan_->GetPhysicalDeviceProperties().properties.deviceName);
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bool success = draw_->CreatePresets();
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_assert_msg_(success, "Failed to compile preset shaders");
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draw_->HandleEvent(Draw::Event::GOT_BACKBUFFER, vulkan_->GetBackbufferWidth(), vulkan_->GetBackbufferHeight());
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renderManager_ = (VulkanRenderManager *)draw_->GetNativeObject(Draw::NativeObject::RENDER_MANAGER);
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renderManager_->SetInflightFrames(g_Config.iInflightFrames);
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if (!renderManager_->HasBackbuffers()) {
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// WTF?
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_dbg_assert_(false);
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return false;
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}
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return true;
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}
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void VulkanGraphicsContext::ShutdownSurface() {
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if (draw_) {
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draw_->HandleEvent(Draw::Event::LOST_BACKBUFFER, vulkan_->GetBackbufferWidth(), vulkan_->GetBackbufferHeight());
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}
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delete draw_;
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draw_ = nullptr;
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vulkan_->WaitUntilQueueIdle();
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if (VulkanPresentation *presentation = vulkan_->GetPresentation()) {
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presentation->Destroy(vulkan_);
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vulkan_->SetPresentation(nullptr);
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} else {
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vulkan_->DestroySwapchain();
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vulkan_->DestroySurface();
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}
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}
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void VulkanGraphicsContext::ShutdownAPI() {
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vulkan_->DestroyDevice();
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vulkan_->DestroyInstance();
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delete vulkan_;
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vulkan_ = nullptr;
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renderManager_ = nullptr;
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finalize_glslang();
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}
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void VulkanGraphicsContext::Resize() {
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if (offscreenWidth_ > 0) {
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// The images have a fixed size.
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return;
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}
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draw_->HandleEvent(Draw::Event::LOST_BACKBUFFER, vulkan_->GetBackbufferWidth(), vulkan_->GetBackbufferHeight());
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VkPresentModeKHR presentMode = ConfigPresentModeToVulkan(draw_);
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#ifdef VK_EXT_full_screen_exclusive
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vulkan_->SetFullScreenExclusiveMode(g_Config.bFullScreen && g_Config.bAllowFullScreenExclusive
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? VK_FULL_SCREEN_EXCLUSIVE_ALLOWED_EXT
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: VK_FULL_SCREEN_EXCLUSIVE_DISALLOWED_EXT);
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#endif
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vulkan_->InitSwapchain(presentMode);
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draw_->HandleEvent(Draw::Event::GOT_BACKBUFFER, vulkan_->GetBackbufferWidth(), vulkan_->GetBackbufferHeight());
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}
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void VulkanGraphicsContext::Poll() {
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// Check for existing swapchain to avoid issues during shutdown.
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if (vulkan_->IsSwapchainInited() && renderManager_->NeedsSwapchainRecreate()) {
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Resize();
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} else if (vulkan_->IsSwapchainInited() && windowRestored_) {
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Resize();
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windowRestored_ = false;
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}
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}
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void *VulkanGraphicsContext::GetAPIContext() {
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return vulkan_;
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}
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