Try creating the D3D12 device again if redirection to Vulkan fails. (#1504)
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Skyth (Asilkan) 2025-04-03 16:02:30 +03:00 committed by GitHub
parent 8370312454
commit 21be4e17fb
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@ -1679,10 +1679,16 @@ bool Video::CreateHostDevice(const char *sdlVideoDriver, bool graphicsApiRetry)
std::vector<RenderInterfaceFunction *> interfaceFunctions;
#ifdef UNLEASHED_RECOMP_D3D12
bool allowVulkanRedirection = true;
if (graphicsApiRetry)
{
// If we are attempting to create again after a reboot due to a crash, swap the order.
g_vulkan = !g_vulkan;
// Don't allow redirection to Vulkan if we are retrying after a crash,
// so the user can at least boot the game with D3D12 if Vulkan fails to work.
allowVulkanRedirection = false;
}
interfaceFunctions.push_back(g_vulkan ? CreateVulkanInterfaceWrapper : CreateD3D12Interface);
@ -1691,8 +1697,10 @@ bool Video::CreateHostDevice(const char *sdlVideoDriver, bool graphicsApiRetry)
interfaceFunctions.push_back(CreateVulkanInterfaceWrapper);
#endif
for (RenderInterfaceFunction *interfaceFunction : interfaceFunctions)
for (size_t i = 0; i < interfaceFunctions.size(); i++)
{
RenderInterfaceFunction* interfaceFunction = interfaceFunctions[i];
#ifdef UNLEASHED_RECOMP_D3D12
// Wrap the device creation in __try/__except to survive from driver crashes.
__try
@ -1712,32 +1720,42 @@ bool Video::CreateHostDevice(const char *sdlVideoDriver, bool graphicsApiRetry)
#ifdef UNLEASHED_RECOMP_D3D12
if (interfaceFunction == CreateD3D12Interface)
{
bool redirectToVulkan = false;
if (allowVulkanRedirection)
{
bool redirectToVulkan = false;
if (deviceDescription.vendor == RenderDeviceVendor::AMD)
{
// AMD Drivers before this version have a known issue where MSAA resolve targets will fail to work correctly.
// If no specific graphics API was selected, we silently destroy this one and move to the next option as it'll
// just work incorrectly otherwise and result in visual glitches and 3D rendering not working in general.
constexpr uint64_t MinimumAMDDriverVersion = 0x1F00005DC2005CULL; // 31.0.24002.92
if ((Config::GraphicsAPI == EGraphicsAPI::Auto) && (deviceDescription.driverVersion < MinimumAMDDriverVersion))
redirectToVulkan = true;
}
else if (deviceDescription.vendor == RenderDeviceVendor::INTEL)
{
// Intel drivers on D3D12 are extremely buggy, introducing various graphical glitches.
// We will redirect users to Vulkan until a workaround can be found.
if (Config::GraphicsAPI == EGraphicsAPI::Auto)
redirectToVulkan = true;
}
if (deviceDescription.vendor == RenderDeviceVendor::AMD)
{
// AMD Drivers before this version have a known issue where MSAA resolve targets will fail to work correctly.
// If no specific graphics API was selected, we silently destroy this one and move to the next option as it'll
// just work incorrectly otherwise and result in visual glitches and 3D rendering not working in general.
constexpr uint64_t MinimumAMDDriverVersion = 0x1F00005DC2005CULL; // 31.0.24002.92
if ((Config::GraphicsAPI == EGraphicsAPI::Auto) && (deviceDescription.driverVersion < MinimumAMDDriverVersion))
redirectToVulkan = true;
}
else if (deviceDescription.vendor == RenderDeviceVendor::INTEL)
{
// Intel drivers on D3D12 are extremely buggy, introducing various graphical glitches.
// We will redirect users to Vulkan until a workaround can be found.
if (Config::GraphicsAPI == EGraphicsAPI::Auto)
redirectToVulkan = true;
}
// Allow redirection to Vulkan only if we are not retrying after a crash,
// so the user can at least boot the game with D3D12 if Vulkan fails to work.
if (!graphicsApiRetry && redirectToVulkan)
{
g_device.reset();
g_interface.reset();
continue;
if (redirectToVulkan)
{
g_device.reset();
g_interface.reset();
// In case Vulkan fails to initialize, we will try D3D12 again afterwards,
// just to get the game to boot. This only really happens in very old Intel GPU drivers.
if (!g_vulkan)
{
interfaceFunctions.push_back(CreateD3D12Interface);
allowVulkanRedirection = false;
}
continue;
}
}
// Hardware resolve seems to be completely bugged on Intel D3D12 drivers.