Core: Track graphics startup failures and cycle.
If the graphics driver segfaults, or some plugin segfaults, let's try a different one next time. This gives better hope of starting up next time.
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a004196d43
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6 changed files with 108 additions and 4 deletions
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@ -29,13 +29,10 @@
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// in NativeShutdown.
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#include <locale.h>
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// Linux doesn't like using std::find with std::vector<int> without this :/
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#if !defined(MOBILE_DEVICE)
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#include <algorithm>
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#endif
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#include <memory>
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#include <thread>
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#include <mutex>
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#include <thread>
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#if defined(_WIN32)
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#include "Windows/DSoundStream.h"
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@ -347,6 +344,46 @@ void CreateDirectoriesAndroid() {
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File::CreateEmptyFile(g_Config.memStickDirectory + "PSP/SAVEDATA/.nomedia");
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}
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static void CheckFailedGPUBackends() {
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std::string cache = GetSysDirectory(DIRECTORY_APP_CACHE) + "/FailedGraphicsBackends.txt";
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if (System_GetPropertyBool(SYSPROP_SUPPORTS_PERMISSIONS)) {
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std::string data;
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if (readFileToString(true, cache.c_str(), data))
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g_Config.sFailedGPUBackends = data;
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}
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// Okay, let's not try a backend in the failed list.
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g_Config.iGPUBackend = g_Config.NextValidBackend();
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// And then let's - for now - add the current to the failed list.
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if (g_Config.sFailedGPUBackends.empty()) {
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g_Config.sFailedGPUBackends = StringFromFormat("%d", g_Config.iGPUBackend);
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} else if (g_Config.sFailedGPUBackends.find("ALL") == std::string::npos) {
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g_Config.sFailedGPUBackends += StringFromFormat(",%d", g_Config.iGPUBackend);
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}
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if (System_GetPropertyBool(SYSPROP_SUPPORTS_PERMISSIONS)) {
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// Let's try to create, in case it doesn't exist.
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if (!File::Exists(GetSysDirectory(DIRECTORY_APP_CACHE)))
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File::CreateDir(GetSysDirectory(DIRECTORY_APP_CACHE));
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writeStringToFile(true, g_Config.sFailedGPUBackends, cache.c_str());
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} else {
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// Just save immediately, since we have storage.
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g_Config.Save();
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}
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}
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static void ClearFailedGPUBackends() {
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// We've successfully started graphics without crashing, hurray.
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// In case they update drivers and have totally different problems much later, clear the failed list.
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g_Config.sFailedGPUBackends.clear();
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if (System_GetPropertyBool(SYSPROP_SUPPORTS_PERMISSIONS)) {
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File::Delete(GetSysDirectory(DIRECTORY_APP_CACHE) + "/FailedGraphicsBackends.txt");
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} else {
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g_Config.Save();
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}
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}
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void NativeInit(int argc, const char *argv[], const char *savegame_dir, const char *external_dir, const char *cache_dir) {
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net::Init(); // This needs to happen before we load the config. So on Windows we also run it in Main. It's fine to call multiple times.
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@ -630,6 +667,7 @@ void NativeInit(int argc, const char *argv[], const char *savegame_dir, const ch
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// We do this here, instead of in NativeInitGraphics, because the display may be reset.
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// When it's reset we don't want to forget all our managed things.
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CheckFailedGPUBackends();
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SetGPUBackend((GPUBackend) g_Config.iGPUBackend);
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// Must be done restarting by now.
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@ -951,6 +989,12 @@ void NativeRender(GraphicsContext *graphicsContext) {
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ui_draw2d.PopDrawMatrix();
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ui_draw2d_front.PopDrawMatrix();
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static int renderCounter = 0;
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if (renderCounter < 10 && ++renderCounter == 10) {
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// We're rendering fine, clear out failure info.
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ClearFailedGPUBackends();
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}
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}
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void HandleGlobalMessage(const std::string &msg, const std::string &value) {
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