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@@ -81,22 +81,6 @@ typedef struct VulkanExtensions
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// Conversions
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-static const Uint8 DEVICE_PRIORITY_HIGHPERFORMANCE[] = {
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- 0, // VK_PHYSICAL_DEVICE_TYPE_OTHER
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- 3, // VK_PHYSICAL_DEVICE_TYPE_INTEGRATED_GPU
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- 4, // VK_PHYSICAL_DEVICE_TYPE_DISCRETE_GPU
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- 2, // VK_PHYSICAL_DEVICE_TYPE_VIRTUAL_GPU
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- 1 // VK_PHYSICAL_DEVICE_TYPE_CPU
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-};
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-
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-static const Uint8 DEVICE_PRIORITY_LOWPOWER[] = {
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- 0, // VK_PHYSICAL_DEVICE_TYPE_OTHER
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- 4, // VK_PHYSICAL_DEVICE_TYPE_INTEGRATED_GPU
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- 3, // VK_PHYSICAL_DEVICE_TYPE_DISCRETE_GPU
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- 2, // VK_PHYSICAL_DEVICE_TYPE_VIRTUAL_GPU
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- 1 // VK_PHYSICAL_DEVICE_TYPE_CPU
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-};
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-
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static VkPresentModeKHR SDLToVK_PresentMode[] = {
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VK_PRESENT_MODE_FIFO_KHR,
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VK_PRESENT_MODE_IMMEDIATE_KHR,
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@@ -11307,35 +11291,62 @@ static Uint8 VULKAN_INTERNAL_CreateInstance(VulkanRenderer *renderer)
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return 1;
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}
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-static Uint8 VULKAN_INTERNAL_IsDeviceSuitable(
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+static bool VULKAN_INTERNAL_GetDeviceRank(
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VulkanRenderer *renderer,
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VkPhysicalDevice physicalDevice,
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VulkanExtensions *physicalDeviceExtensions,
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- Uint32 *queueFamilyIndex,
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Uint64 *deviceRank)
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{
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- Uint32 queueFamilyCount, queueFamilyRank, queueFamilyBest;
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- VkQueueFamilyProperties *queueProps;
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- bool supportsPresent;
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- VkPhysicalDeviceProperties deviceProperties;
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- VkPhysicalDeviceFeatures deviceFeatures;
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- VkPhysicalDeviceMemoryProperties deviceMemory;
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- Uint32 i;
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-
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+ static const Uint8 DEVICE_PRIORITY_HIGHPERFORMANCE[] = {
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+ 0, // VK_PHYSICAL_DEVICE_TYPE_OTHER
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+ 3, // VK_PHYSICAL_DEVICE_TYPE_INTEGRATED_GPU
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+ 4, // VK_PHYSICAL_DEVICE_TYPE_DISCRETE_GPU
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+ 2, // VK_PHYSICAL_DEVICE_TYPE_VIRTUAL_GPU
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+ 1 // VK_PHYSICAL_DEVICE_TYPE_CPU
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+ };
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+ static const Uint8 DEVICE_PRIORITY_LOWPOWER[] = {
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+ 0, // VK_PHYSICAL_DEVICE_TYPE_OTHER
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+ 4, // VK_PHYSICAL_DEVICE_TYPE_INTEGRATED_GPU
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+ 3, // VK_PHYSICAL_DEVICE_TYPE_DISCRETE_GPU
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+ 2, // VK_PHYSICAL_DEVICE_TYPE_VIRTUAL_GPU
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+ 1 // VK_PHYSICAL_DEVICE_TYPE_CPU
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+ };
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const Uint8 *devicePriority = renderer->preferLowPower ? DEVICE_PRIORITY_LOWPOWER : DEVICE_PRIORITY_HIGHPERFORMANCE;
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- /* Get the device rank before doing any checks, in case one fails.
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- * Note: If no dedicated device exists, one that supports our features
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- * would be fine
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- */
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- renderer->vkGetPhysicalDeviceProperties(
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- physicalDevice,
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- &deviceProperties);
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+ VkPhysicalDeviceType deviceType;
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+ if (physicalDeviceExtensions->MSFT_layered_driver) {
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+ VkPhysicalDeviceProperties2KHR physicalDeviceProperties;
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+ VkPhysicalDeviceLayeredDriverPropertiesMSFT physicalDeviceLayeredDriverProperties;
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+
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+ physicalDeviceProperties.sType =
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+ VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_PROPERTIES_2;
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+ physicalDeviceProperties.pNext = &physicalDeviceLayeredDriverProperties;
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+
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+ physicalDeviceLayeredDriverProperties.sType =
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+ VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_LAYERED_DRIVER_PROPERTIES_MSFT;
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+ physicalDeviceLayeredDriverProperties.pNext = NULL;
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+
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+ renderer->vkGetPhysicalDeviceProperties2KHR(
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+ physicalDevice,
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+ &physicalDeviceProperties);
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+
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+ if (physicalDeviceLayeredDriverProperties.underlyingAPI != VK_LAYERED_DRIVER_UNDERLYING_API_NONE_MSFT) {
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+ deviceType = VK_PHYSICAL_DEVICE_TYPE_OTHER;
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+ } else {
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+ deviceType = physicalDeviceProperties.properties.deviceType;
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+ }
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+ } else {
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+ VkPhysicalDeviceProperties physicalDeviceProperties;
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+ renderer->vkGetPhysicalDeviceProperties(
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+ physicalDevice,
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+ &physicalDeviceProperties);
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+ deviceType = physicalDeviceProperties.deviceType;
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+ }
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/* Apply a large bias on the devicePriority so that we always respect the order in the priority arrays.
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* We also rank by e.g. VRAM which should have less influence than the device type.
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*/
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- Uint64 devicePriorityValue = devicePriority[deviceProperties.deviceType] * 1000000;
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+ Uint64 devicePriorityValue = devicePriority[deviceType] * 1000000;
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if (*deviceRank < devicePriorityValue) {
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/* This device outranks the best device we've found so far!
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@@ -11349,9 +11360,50 @@ static Uint8 VULKAN_INTERNAL_IsDeviceSuitable(
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* run a query and reset the rank to avoid overwrites
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*/
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*deviceRank = 0;
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- return 0;
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+ return false;
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}
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+ /* If we prefer high performance, sum up all device local memory (rounded to megabytes)
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+ * to deviceRank. In the niche case of someone having multiple dedicated GPUs in the same
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+ * system, this theoretically picks the most powerful one (or at least the one with the
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+ * most memory!)
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+ *
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+ * We do this *after* discarding all non suitable devices, which means if this computer
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+ * has multiple dedicated GPUs that all meet our criteria, *and* the user asked for high
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+ * performance, then we always pick the GPU with more VRAM.
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+ */
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+ if (!renderer->preferLowPower) {
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+ Uint32 i;
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+ Uint64 videoMemory = 0;
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+ VkPhysicalDeviceMemoryProperties deviceMemory;
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+ renderer->vkGetPhysicalDeviceMemoryProperties(physicalDevice, &deviceMemory);
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+ for (i = 0; i < deviceMemory.memoryHeapCount; i++) {
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+ VkMemoryHeap heap = deviceMemory.memoryHeaps[i];
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+ if (heap.flags & VK_MEMORY_HEAP_DEVICE_LOCAL_BIT) {
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+ videoMemory += heap.size;
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+ }
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+ }
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+ // Round it to megabytes (as per the vulkan spec videoMemory is in bytes)
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+ Uint64 videoMemoryRounded = videoMemory / 1024 / 1024;
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+ *deviceRank += videoMemoryRounded;
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+ }
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+
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+ return true;
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+}
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+
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+static Uint8 VULKAN_INTERNAL_IsDeviceSuitable(
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+ VulkanRenderer *renderer,
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+ VkPhysicalDevice physicalDevice,
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+ VulkanExtensions *physicalDeviceExtensions,
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+ Uint32 *queueFamilyIndex,
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+ Uint64 *deviceRank)
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+{
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+ Uint32 queueFamilyCount, queueFamilyRank, queueFamilyBest;
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+ VkQueueFamilyProperties *queueProps;
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+ bool supportsPresent;
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+ VkPhysicalDeviceFeatures deviceFeatures;
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+ Uint32 i;
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+
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renderer->vkGetPhysicalDeviceFeatures(
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physicalDevice,
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&deviceFeatures);
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@@ -11373,26 +11425,13 @@ static Uint8 VULKAN_INTERNAL_IsDeviceSuitable(
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return 0;
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}
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- // Ignore Dozen, for now
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- if (renderer->supports.MSFT_layered_driver) {
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- VkPhysicalDeviceProperties2KHR physicalDeviceProperties;
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- VkPhysicalDeviceLayeredDriverPropertiesMSFT physicalDeviceLayeredDriverProperties;
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-
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- physicalDeviceProperties.sType =
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- VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_PROPERTIES_2;
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- physicalDeviceProperties.pNext = &physicalDeviceLayeredDriverProperties;
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-
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- physicalDeviceLayeredDriverProperties.sType =
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- VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_LAYERED_DRIVER_PROPERTIES_MSFT;
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- physicalDeviceLayeredDriverProperties.pNext = NULL;
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-
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- renderer->vkGetPhysicalDeviceProperties2KHR(
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- renderer->physicalDevice,
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- &physicalDeviceProperties);
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-
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- if (physicalDeviceLayeredDriverProperties.underlyingAPI != VK_LAYERED_DRIVER_UNDERLYING_API_NONE_MSFT) {
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- return 0;
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- }
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+ // Device rank depends on extension support, do NOT move this block any higher!
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+ if (!VULKAN_INTERNAL_GetDeviceRank(
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+ renderer,
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+ physicalDevice,
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+ physicalDeviceExtensions,
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+ deviceRank)) {
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+ return 0;
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}
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renderer->vkGetPhysicalDeviceQueueFamilyProperties(
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@@ -11469,30 +11508,6 @@ static Uint8 VULKAN_INTERNAL_IsDeviceSuitable(
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return 0;
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}
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- /* If we prefer high performance, sum up all device local memory (rounded to megabytes)
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- * to deviceRank. In the niche case of someone having multiple dedicated GPUs in the same
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- * system, this theoretically picks the most powerful one (or at least the one with the
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- * most memory!)
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- *
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- * We do this *after* discarding all non suitable devices, which means if this computer
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- * has multiple dedicated GPUs that all meet our criteria, *and* the user asked for high
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- * performance, then we always pick the GPU with more VRAM.
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- */
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- if (!renderer->preferLowPower) {
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- renderer->vkGetPhysicalDeviceMemoryProperties(physicalDevice, &deviceMemory);
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- Uint64 videoMemory = 0;
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- for (i = 0; i < deviceMemory.memoryHeapCount; i++) {
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- VkMemoryHeap heap = deviceMemory.memoryHeaps[i];
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- if (heap.flags & VK_MEMORY_HEAP_DEVICE_LOCAL_BIT) {
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- videoMemory += heap.size;
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- }
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- }
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- // Round it to megabytes (as per the vulkan spec videoMemory is in bytes)
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- Uint64 videoMemoryRounded = videoMemory / 1024 / 1024;
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- *deviceRank += videoMemoryRounded;
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- }
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-
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-
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// FIXME: Need better structure for checking vs storing swapchain support details
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return 1;
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}
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