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C++

// Copyright 2016 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include <algorithm>
#include <mutex>
#include "VideoBackends/Vulkan/VideoBackend.h"
#include "Common/Logging/Log.h"
#include "Common/Logging/LogManager.h"
#include "Common/MsgHandler.h"
#include "VideoBackends/Vulkan/CommandBufferManager.h"
#include "VideoBackends/Vulkan/ObjectCache.h"
#include "VideoBackends/Vulkan/StateTracker.h"
#include "VideoBackends/Vulkan/VKBoundingBox.h"
#include "VideoBackends/Vulkan/VKGfx.h"
#include "VideoBackends/Vulkan/VKPerfQuery.h"
#include "VideoBackends/Vulkan/VKSwapChain.h"
#include "VideoBackends/Vulkan/VKVertexManager.h"
#include "VideoBackends/Vulkan/VulkanContext.h"
#include "VideoCommon/TextureCacheBase.h"
#include "VideoCommon/VideoConfig.h"
#ifdef ENABLE_VR
#include "VideoBackends/Vulkan/VulkanOpenXR.h"
#include "VideoCommon/VR/OpenXRManager.h"
#endif
#if defined(VK_USE_PLATFORM_METAL_EXT)
#include <objc/message.h>
#endif
#if defined(ANDROID)
#include <android/log.h>
#endif
namespace Vulkan
{
void VideoBackend::InitBackendInfo(const WindowSystemInfo& wsi)
{
VulkanContext::PopulateBackendInfo(&g_backend_info);
if (LoadVulkanLibrary())
{
u32 vk_api_version = 0;
VkInstance temp_instance = VulkanContext::CreateVulkanInstance(WindowSystemType::Headless,
false, false, &vk_api_version);
if (temp_instance)
{
if (LoadVulkanInstanceFunctions(temp_instance))
{
VulkanContext::GPUList gpu_list = VulkanContext::EnumerateGPUs(temp_instance);
VulkanContext::PopulateBackendInfoAdapters(&g_backend_info, gpu_list);
if (!gpu_list.empty())
{
// Use the selected adapter, or the first to fill features.
size_t device_index = static_cast<size_t>(g_Config.iAdapter);
if (device_index >= gpu_list.size())
device_index = 0;
VkPhysicalDevice gpu = gpu_list[device_index];
VulkanContext::PhysicalDeviceInfo properties(gpu);
VulkanContext::PopulateBackendInfoFeatures(&g_backend_info, gpu, properties);
VulkanContext::PopulateBackendInfoMultisampleModes(&g_backend_info, gpu, properties);
}
}
vkDestroyInstance(temp_instance, nullptr);
}
else
{
PanicAlertFmt("Failed to create Vulkan instance.");
}
UnloadVulkanLibrary();
}
else
{
PanicAlertFmt("Failed to load Vulkan library.");
}
}
// Helper method to check whether the Host GPU logging category is enabled.
static bool IsHostGPULoggingEnabled()
{
return Common::Log::LogManager::GetInstance()->IsEnabled(Common::Log::LogType::HOST_GPU,
Common::Log::LogLevel::LERROR);
}
// Helper method to determine whether to enable the debug utils extension.
static bool ShouldEnableDebugUtils(bool enable_validation_layers)
{
// Enable debug utils if the Host GPU log option is checked, or validation layers are enabled.
// The only issue here is that if Host GPU is not checked when the instance is created, the debug
// report extension will not be enabled, requiring the game to be restarted before any reports
// will be logged. Otherwise, we'd have to enable debug utils on every instance, when most
// users will never check the Host GPU logging category.
return enable_validation_layers || IsHostGPULoggingEnabled();
}
// The SteamVR Vulkan compositor keeps referencing resources that lived on our VkDevice after a
// game stops (it has no COM-refcount lifetime like the D3D paths). Destroying the device frees that
// memory, and the next game hits a GPU page fault -> VK_ERROR_DEVICE_LOST. Keep the device (with
// its instance and the loaded loader) alive across VR games so those pages stay mapped; only the
// per-game objects (surface, swapchain, caches, command buffers, OpenXR session/instance) are
// recreated. D3D11/D3D12 do not need this because their shared resources are ref-counted.
// Never destroyed on process exit by design: the runtime may still reference it, and the OS
// reclaims it anyway.
#ifdef ENABLE_VR
static std::unique_ptr<VulkanContext> s_persisted_vr_context;
#endif
bool VideoBackend::Initialize(const WindowSystemInfo& wsi)
{
#ifdef ENABLE_VR
// A non-VR launch cannot use a persisted VR device: drop it, along with the loader reference the
// previous shutdown intentionally kept.
if (s_persisted_vr_context && !g_Config.VRSessionActive())
{
s_persisted_vr_context.reset();
KeepVulkanLibraryLoaded(false);
UnloadVulkanLibrary();
}
#endif
// Always (re)resolve the module-level entry points. When a device is persisted the loader module
// is still mapped, but InitBackendInfo() runs on every game boot and its UnloadVulkanLibrary()
// nulls the global function pointers, so they have to be restored either way.
if (!LoadVulkanLibrary())
{
PanicAlertFmt("Failed to load Vulkan library.");
return false;
}
// Check for presence of the validation layers before trying to enable it
bool enable_validation_layer = g_Config.bEnableValidationLayer;
if (enable_validation_layer && !VulkanContext::CheckValidationLayerAvailablility())
{
WARN_LOG_FMT(VIDEO, "Validation layer requested but not available, disabling.");
enable_validation_layer = false;
}
#ifdef ENABLE_VR
// Pre-query OpenXR-required Vulkan extensions BEFORE creating VkInstance/VkDevice.
// The OpenXR runtime (e.g. SteamVR) needs specific Vulkan extensions enabled on
// both the instance and device; without them xrCreateSession will crash.
Vulkan::VulkanExtensionRequirements vr_ext_requirements;
bool vr_extensions_queried = false;
if (g_Config.VRSessionActive())
{
vr_extensions_queried = Vulkan::VulkanOpenXR::PreQueryVulkanExtensions(vr_ext_requirements);
if (!vr_extensions_queried)
WARN_LOG_FMT(VIDEO, "OpenXR: Pre-query of Vulkan extensions failed; VR will not work.");
}
// Reuse the device kept alive by the previous VR game. Only do so when it already has every
// device extension this runtime requires: the OpenXR runtime can differ from the one the device
// was created for (SteamVR/VDXR/Meta Link), and extensions cannot be added to an existing device.
bool reuse_vr_context = false;
if (s_persisted_vr_context && vr_extensions_queried)
{
reuse_vr_context = std::ranges::all_of(
vr_ext_requirements.device_extensions, [](const std::string& extension) {
return s_persisted_vr_context->SupportsDeviceExtension(extension.c_str());
});
if (!reuse_vr_context)
{
WARN_LOG_FMT(VIDEO, "OpenXR Vulkan: persisted device lacks an extension this runtime "
"requires; recreating it.");
}
}
if (reuse_vr_context)
{
g_vulkan_context = std::move(s_persisted_vr_context);
// Restore the instance/device dispatch for the persisted objects. InitBackendInfo() repointed
// the globals at its own temporary instance and then nulled them.
if (!LoadVulkanInstanceFunctions(g_vulkan_context->GetVulkanInstance()) ||
!LoadVulkanDeviceFunctions(g_vulkan_context->GetDevice()))
{
PanicAlertFmt("Failed to reload Vulkan functions for the persisted device.");
g_vulkan_context.reset();
KeepVulkanLibraryLoaded(false);
UnloadVulkanLibrary();
return false;
}
INFO_LOG_FMT(VIDEO, "OpenXR Vulkan: reusing the persisted Vulkan device for the next VR game.");
}
else if (s_persisted_vr_context)
{
// Incompatible with this runtime — destroy it and fall through to a normal fresh init.
s_persisted_vr_context.reset();
KeepVulkanLibraryLoaded(false);
}
#else
constexpr bool reuse_vr_context = false;
#endif
// Create Vulkan instance, needed before we can create a surface, or enumerate devices.
// We use this instance to fill in backend info, then re-use it for the actual device.
// In VR mode the output goes to OpenXR swapchains, not a desktop window, so we can run
// headless. This avoids crashes in compositor WSI layers (e.g. Gamescope) that intercept
// Xlib/Xcb surface creation inside their own session.
bool enable_surface = wsi.type != WindowSystemType::Headless && !g_Config.VRSessionActive();
bool enable_debug_utils = ShouldEnableDebugUtils(enable_validation_layer);
u32 vk_api_version = 0;
VkInstance instance = VK_NULL_HANDLE;
VulkanContext::GPUList gpu_list;
if (reuse_vr_context)
{
// The persisted device already owns the instance, function pointers, and GPU selection. Still
// repopulate the adapter list so g_backend_info matches a fresh init.
instance = g_vulkan_context->GetVulkanInstance();
gpu_list = VulkanContext::EnumerateGPUs(instance);
VulkanContext::PopulateBackendInfo(&g_backend_info);
VulkanContext::PopulateBackendInfoAdapters(&g_backend_info, gpu_list);
}
else
{
instance = VulkanContext::CreateVulkanInstance(
wsi.type, enable_debug_utils, enable_validation_layer, &vk_api_version
#ifdef ENABLE_VR
,
vr_extensions_queried ? vr_ext_requirements.instance_extensions : std::vector<std::string>{},
vr_extensions_queried ? vr_ext_requirements.max_api_version : 0
#endif
);
if (instance == VK_NULL_HANDLE)
{
PanicAlertFmt("Failed to create Vulkan instance.");
UnloadVulkanLibrary();
return false;
}
// Load instance function pointers.
if (!LoadVulkanInstanceFunctions(instance))
{
PanicAlertFmt("Failed to load Vulkan instance functions.");
vkDestroyInstance(instance, nullptr);
UnloadVulkanLibrary();
return false;
}
// Obtain a list of physical devices (GPUs) from the instance.
// We'll re-use this list later when creating the device.
gpu_list = VulkanContext::EnumerateGPUs(instance);
if (gpu_list.empty())
{
PanicAlertFmt("No Vulkan physical devices available.");
vkDestroyInstance(instance, nullptr);
UnloadVulkanLibrary();
return false;
}
// Populate BackendInfo with as much information as we can at this point.
VulkanContext::PopulateBackendInfo(&g_backend_info);
VulkanContext::PopulateBackendInfoAdapters(&g_backend_info, gpu_list);
}
// We need the surface before we can create a device, as some parameters depend on it.
VkSurfaceKHR surface = VK_NULL_HANDLE;
if (enable_surface)
{
surface = SwapChain::CreateVulkanSurface(instance, wsi);
if (surface == VK_NULL_HANDLE)
{
PanicAlertFmt("Failed to create Vulkan surface.");
if (reuse_vr_context)
{
// The reused device owns the instance; drop it rather than leaving a half-initialized
// backend behind, and stop pinning the loader.
g_vulkan_context.reset();
KeepVulkanLibraryLoaded(false);
}
else
{
vkDestroyInstance(instance, nullptr);
}
UnloadVulkanLibrary();
return false;
}
}
if (!reuse_vr_context)
{
// Since we haven't called InitializeShared yet, iAdapter may be out of range,
// so we have to check it ourselves.
size_t selected_adapter_index = static_cast<size_t>(g_Config.iAdapter);
if (selected_adapter_index >= gpu_list.size())
{
WARN_LOG_FMT(VIDEO, "Vulkan adapter index out of range, selecting first adapter.");
selected_adapter_index = 0;
}
// Now we can create the Vulkan device. VulkanContext takes ownership of the instance and
// surface.
g_vulkan_context = VulkanContext::Create(
instance, gpu_list[selected_adapter_index], surface, enable_debug_utils,
enable_validation_layer, vk_api_version
#ifdef ENABLE_VR
,
vr_extensions_queried ? vr_ext_requirements.device_extensions : std::vector<std::string>{}
#endif
);
if (!g_vulkan_context)
{
PanicAlertFmt("Failed to create Vulkan device");
UnloadVulkanLibrary();
return false;
}
}
// Since VulkanContext maintains a copy of the device features and properties, we can use this
// to initialize the backend information, so that we don't need to enumerate everything again.
VulkanContext::PopulateBackendInfoFeatures(&g_backend_info, g_vulkan_context->GetPhysicalDevice(),
g_vulkan_context->GetDeviceInfo());
VulkanContext::PopulateBackendInfoMultisampleModes(
&g_backend_info, g_vulkan_context->GetPhysicalDevice(), g_vulkan_context->GetDeviceInfo());
g_backend_info.bSupportsExclusiveFullscreen =
enable_surface && g_vulkan_context->SupportsExclusiveFullscreen(wsi, surface);
UpdateActiveConfig();
// Remaining classes are also dependent on object cache.
g_object_cache = std::make_unique<ObjectCache>();
if (!g_object_cache->Initialize())
{
PanicAlertFmt("Failed to initialize Vulkan object cache.");
Shutdown();
return false;
}
// Create swap chain. This has to be done early so that the target size is correct for auto-scale.
std::unique_ptr<SwapChain> swap_chain;
if (surface != VK_NULL_HANDLE)
{
swap_chain = SwapChain::Create(wsi, surface, g_ActiveConfig.bVSyncActive);
if (!swap_chain)
{
PanicAlertFmt("Failed to create Vulkan swap chain.");
Shutdown();
return false;
}
}
// Desktop OpenXR previously forced the single-threaded submit path because threaded
// submission was blamed for device losses. Those were actually caused by the missing
// timelineSemaphore device feature and by pipelines being destroyed while referenced by
// the recording command buffer — both fixed — and every queue-touching path (worker
// submits, presents, xr acquire/release/EndFrame) now serializes on the same queue lock,
// so threaded submission is safe with OpenXR on PC too.
const bool use_threaded_submission = g_Config.bBackendMultithreading;
INFO_LOG_FMT(VIDEO,
"Vulkan submit threading init: config={} active={} stereo_mode={} openxr={} "
"surface={}.",
g_Config.bBackendMultithreading, use_threaded_submission,
static_cast<int>(g_ActiveConfig.stereo_mode),
g_ActiveConfig.stereo_mode == StereoMode::OpenXR, surface != VK_NULL_HANDLE);
#if defined(ANDROID)
__android_log_print(ANDROID_LOG_INFO, "DolphinXR",
"Vulkan submit threading init: config=%d active=%d stereo_mode=%d "
"openxr=%d surface=%d",
static_cast<int>(g_Config.bBackendMultithreading),
static_cast<int>(use_threaded_submission),
static_cast<int>(g_ActiveConfig.stereo_mode),
static_cast<int>(g_ActiveConfig.stereo_mode == StereoMode::OpenXR),
static_cast<int>(surface != VK_NULL_HANDLE));
#endif
// Create command buffers. We do this separately because the other classes depend on it.
g_command_buffer_mgr = std::make_unique<CommandBufferManager>(use_threaded_submission);
size_t swapchain_image_count =
surface != VK_NULL_HANDLE ? swap_chain->GetSwapChainImageCount() : 0;
if (!g_command_buffer_mgr->Initialize(swapchain_image_count))
{
PanicAlertFmt("Failed to create Vulkan command buffers");
Shutdown();
return false;
}
if (!StateTracker::CreateInstance())
{
PanicAlertFmt("Failed to create state tracker");
Shutdown();
return false;
}
#ifdef ENABLE_VR
// OpenXR init must happen after ObjectCache, CommandBufferManager, and StateTracker
// are ready — VKFramebuffer::Create() needs render passes from ObjectCache, and
// VKTexture needs CommandBufferManager for deferred destruction.
INFO_LOG_FMT(VIDEO, "VR: stereo_mode={} (session_active={}, flat={})",
static_cast<int>(g_ActiveConfig.stereo_mode),
g_ActiveConfig.VRSessionActive() ? "YES" : "NO",
g_ActiveConfig.vr_flat_screen ? "YES" : "NO");
if (g_ActiveConfig.VRSessionActive())
{
auto openxr = std::make_unique<Vulkan::VulkanOpenXR>();
if (!openxr->Initialize())
{
WARN_LOG_FMT(VIDEO, "OpenXR initialization failed; continuing without VR.");
}
else
{
Vulkan::g_openxr_vk = std::move(openxr);
}
}
#endif
auto gfx = std::make_unique<VKGfx>(std::move(swap_chain), wsi.render_surface_scale);
auto vertex_manager = std::make_unique<VertexManager>();
auto perf_query = std::make_unique<PerfQuery>();
auto bounding_box = std::make_unique<VKBoundingBox>();
return InitializeShared(std::move(gfx), std::move(vertex_manager), std::move(perf_query),
std::move(bounding_box));
}
void VideoBackend::Shutdown()
{
#ifdef ENABLE_VR
// Whether VR actually ran this session. Captured before the OpenXR objects are torn down so the
// persist decision below can tell a VR game stop from a plain non-VR shutdown.
const bool vr_active = Vulkan::g_openxr_vk != nullptr;
// The OpenXR pacing thread can be inside xrEndFrame(), where the runtime accesses our graphics
// queue. Stop it before waiting on the Vulkan device: vkDeviceWaitIdle() must not race an
// externally synchronized queue access.
if (Vulkan::g_openxr_vk && VR::g_openxr)
{
VR::g_openxr->SetSwapchain(nullptr);
INFO_LOG_FMT(VIDEO, "OpenXR Vulkan: pacing stopped before backend device idle.");
}
#endif
const bool device_lost = g_command_buffer_mgr && g_command_buffer_mgr->IsDeviceLost();
if (g_vulkan_context && !device_lost)
{
auto queue_lock = g_command_buffer_mgr ? g_command_buffer_mgr->AcquireQueueLock() :
std::unique_lock<std::mutex>{};
vkDeviceWaitIdle(g_vulkan_context->GetDevice());
}
#ifdef ENABLE_VR
// Shut down VR before the Vulkan device is destroyed.
// g_openxr_vk first (releases VKTexture/VKFramebuffer wrappers),
// then g_openxr (calls xrDestroySwapchain/Session/Instance — releases runtime Vulkan refs).
// Both must happen before g_vulkan_context is destroyed.
Vulkan::g_openxr_vk.reset();
VR::g_openxr.reset();
#endif
if (g_object_cache)
g_object_cache->Shutdown();
ShutdownShared();
g_object_cache.reset();
StateTracker::DestroyInstance();
g_command_buffer_mgr.reset();
#ifdef ENABLE_VR
// Keep the device (and loader) alive for the next VR game so the compositor never writes into
// freed memory. Only a healthy device can be reused; a lost one is destroyed normally. The next
// VR Initialize() reuses it; a non-VR Initialize() or an incompatible runtime discards it.
if (vr_active && !device_lost && g_vulkan_context)
{
// Keep the loader mapped so the persisted instance/device handles stay valid even when
// InitBackendInfo() tears its temporary instance down before the next game.
KeepVulkanLibraryLoaded(true);
s_persisted_vr_context = std::move(g_vulkan_context);
INFO_LOG_FMT(VIDEO, "OpenXR Vulkan: persisted the Vulkan device for the next VR game.");
return;
}
#endif
KeepVulkanLibraryLoaded(false);
g_vulkan_context.reset();
UnloadVulkanLibrary();
}
void VideoBackend::PrepareWindow(WindowSystemInfo& wsi)
{
#if defined(VK_USE_PLATFORM_METAL_EXT)
// We only need to manually create the CAMetalLayer on macOS.
if (wsi.type != WindowSystemType::MacOS)
return;
// This is kinda messy, but it avoids having to write Objective C++ just to create a metal layer.
id view = reinterpret_cast<id>(wsi.render_surface);
Class clsCAMetalLayer = objc_getClass("CAMetalLayer");
if (!clsCAMetalLayer)
{
ERROR_LOG_FMT(VIDEO, "Failed to get CAMetalLayer class.");
return;
}
// [CAMetalLayer layer]
id layer = reinterpret_cast<id (*)(Class, SEL)>(objc_msgSend)(objc_getClass("CAMetalLayer"),
sel_getUid("layer"));
if (!layer)
{
ERROR_LOG_FMT(VIDEO, "Failed to create Metal layer.");
return;
}
// [view setWantsLayer:YES]
reinterpret_cast<void (*)(id, SEL, BOOL)>(objc_msgSend)(view, sel_getUid("setWantsLayer:"), YES);
// [view setLayer:layer]
reinterpret_cast<void (*)(id, SEL, id)>(objc_msgSend)(view, sel_getUid("setLayer:"), layer);
// NSScreen* screen = [NSScreen mainScreen]
id screen = reinterpret_cast<id (*)(Class, SEL)>(objc_msgSend)(objc_getClass("NSScreen"),
sel_getUid("mainScreen"));
// CGFloat factor = [screen backingScaleFactor]
double factor =
reinterpret_cast<double (*)(id, SEL)>(objc_msgSend)(screen, sel_getUid("backingScaleFactor"));
// layer.contentsScale = factor
reinterpret_cast<void (*)(id, SEL, double)>(objc_msgSend)(layer, sel_getUid("setContentsScale:"),
factor);
// Store the layer pointer, that way MoltenVK doesn't call [NSView layer] outside the main thread.
wsi.render_surface = layer;
#endif
}
} // namespace Vulkan