forked from dolphin-emu/dolphin
		
	We still create a pipeline cache object, since that speeds up driver's creation of pipelines at runtime. However, we should not save it.
		
			
				
	
	
		
			306 lines
		
	
	
		
			10 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			306 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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  if (g_ActiveConfig.bShaderCache)
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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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