Add first unit test for Open GL Pixel History

- Support for integer texture formats in OpenGL Pixel History implementation
- Test reading pixels from a triangle with a variety of texture formats
This commit is contained in:
Orson Baines
2023-02-15 22:41:16 -05:00
committed by Baldur Karlsson
parent 40cd74c713
commit 08be49dce3
6 changed files with 680 additions and 53 deletions
+353 -53
View File
@@ -38,6 +38,42 @@ bool isDirectWrite(ResourceUsage usage)
usage == ResourceUsage::GenMips);
}
struct FramebufferKey
{
GLenum colorFormat;
GLenum depthFormat;
GLenum stencilFormat;
uint32_t numSamples;
bool operator<(const FramebufferKey &other) const
{
if(colorFormat < other.colorFormat)
{
return true;
}
if(colorFormat > other.colorFormat)
{
return false;
}
if(depthFormat < other.depthFormat)
{
return true;
}
if(depthFormat > other.depthFormat)
{
return false;
}
if(stencilFormat < other.stencilFormat)
{
return true;
}
if(stencilFormat > other.stencilFormat)
{
return false;
}
return numSamples < other.numSamples;
}
};
struct CopyFramebuffer
{
GLuint framebufferId;
@@ -47,20 +83,15 @@ struct CopyFramebuffer
GLuint stencilTextureId;
GLuint stencilViewId;
uint32_t width;
FramebufferKey format;
};
struct FramebufferKey
struct ShaderOutFramebuffer
{
GLenum depthFormat;
GLenum stencilFormat;
uint32_t numSamples;
bool operator<(const FramebufferKey &other) const
{
return depthFormat < other.depthFormat ||
(depthFormat == other.depthFormat && stencilFormat < other.stencilFormat) ||
(depthFormat == other.depthFormat && stencilFormat == other.stencilFormat &&
numSamples < other.numSamples);
}
GLuint framebufferId;
GLuint colorTextureId;
GLuint dsTextureId;
FramebufferKey format;
};
struct GLPixelHistoryResources
@@ -77,6 +108,7 @@ struct GLPixelHistoryResources
GLuint msCopyUniformBlockBuffer;
std::unordered_map<GLuint, GLuint> programs;
std::map<FramebufferKey, CopyFramebuffer> copyFramebuffers;
std::map<FramebufferKey, ShaderOutFramebuffer> shaderOutIntFramebuffers;
};
enum class OpenGLTest
@@ -121,8 +153,8 @@ GLuint GetPrimitiveIdProgram(WrappedOpenGL *driver, GLReplay *replay,
// so that you can blit from the current bound framebuffer into the new framebuffer
const CopyFramebuffer &getCopyFramebuffer(WrappedOpenGL *driver,
std::map<FramebufferKey, CopyFramebuffer> &copyFramebuffers,
uint32_t numSamples, uint32_t numEvents,
GLenum depthFormat, GLenum stencilFormat)
uint32_t numSamples, uint32_t numEvents, GLenum depthFormat,
GLenum stencilFormat, GLenum colorFormat)
{
bool multisampled = numSamples > 1;
@@ -145,7 +177,7 @@ const CopyFramebuffer &getCopyFramebuffer(WrappedOpenGL *driver,
driver->glGetFramebufferAttachmentParameteriv(eGL_DRAW_FRAMEBUFFER, eGL_STENCIL_ATTACHMENT,
eGL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE, &stencilType);
auto it = copyFramebuffers.find({depthFormat, stencilFormat, numSamples});
auto it = copyFramebuffers.find({colorFormat, depthFormat, stencilFormat, numSamples});
if(it != copyFramebuffers.end())
{
return it->second;
@@ -165,14 +197,14 @@ const CopyFramebuffer &getCopyFramebuffer(WrappedOpenGL *driver,
// Allocate a texture for the pixel history colour values
GLenum textureTarget = multisampled ? eGL_TEXTURE_2D_MULTISAMPLE : eGL_TEXTURE_2D;
driver->glGenTextures(1, &copyFramebuffer.colorTextureId);
driver->CreateTextureImage(copyFramebuffer.colorTextureId, eGL_RGBA32F, eGL_NONE, eGL_NONE,
driver->CreateTextureImage(copyFramebuffer.colorTextureId, colorFormat, eGL_NONE, eGL_NONE,
textureTarget, 2, copyFramebuffer.width, 1, 1, numSamples, 1);
driver->glFramebufferTexture(eGL_FRAMEBUFFER, eGL_COLOR_ATTACHMENT0,
copyFramebuffer.colorTextureId, 0);
// Allocate a texture(s) for the pixel history depth/stencil values matching the capture's
// frambebuffer's formats
if(curStencil == curDepth)
if(curStencil == curDepth && curStencil != 0)
{
driver->glGenTextures(1, &copyFramebuffer.dsTextureId);
driver->CreateTextureImage(copyFramebuffer.dsTextureId, depthFormat, eGL_NONE, eGL_NONE,
@@ -211,11 +243,71 @@ const CopyFramebuffer &getCopyFramebuffer(WrappedOpenGL *driver,
driver->glBindFramebuffer(eGL_DRAW_FRAMEBUFFER, savedDrawFramebuffer);
driver->glBindFramebuffer(eGL_READ_FRAMEBUFFER, savedReadFramebuffer);
FramebufferKey key = {depthFormat, stencilFormat, numSamples};
FramebufferKey key = {colorFormat, depthFormat, stencilFormat, numSamples};
copyFramebuffer.format = key;
copyFramebuffers[key] = copyFramebuffer;
return copyFramebuffers[key];
}
GLenum getTextureFormatType(GLenum internalFormat)
{
static GLenum unsignedIntegerTextureFormatsArray[] = {
eGL_R8UI, eGL_R16UI, eGL_R32UI, eGL_RG8UI, eGL_RG16UI, eGL_RG32UI, eGL_RGB8UI,
eGL_RGB16UI, eGL_RGB32UI, eGL_RGBA8UI, eGL_RGBA16UI, eGL_RGBA32UI, eGL_RGB10_A2UI};
static std::set<GLenum> unsignedIntegerTextureFormats(
unsignedIntegerTextureFormatsArray,
unsignedIntegerTextureFormatsArray +
(sizeof(unsignedIntegerTextureFormatsArray) / sizeof(GLenum)));
static GLenum signedIntegerTextureFormatsArray[] = {
eGL_R8I, eGL_R16I, eGL_R32I, eGL_RG8I, eGL_RG16I, eGL_RG32I,
eGL_RGB8I, eGL_RGB16I, eGL_RGB32I, eGL_RGBA8I, eGL_RGBA16I, eGL_RGBA32I};
static std::set<GLenum> signedIntegerTextureFormats(
signedIntegerTextureFormatsArray,
signedIntegerTextureFormatsArray + (sizeof(signedIntegerTextureFormatsArray) / sizeof(GLenum)));
if(unsignedIntegerTextureFormats.count(internalFormat) != 0)
{
return eGL_UNSIGNED_INT;
}
if(signedIntegerTextureFormats.count(internalFormat) != 0)
{
return eGL_INT;
}
// There are other format types that this format could belong to, but they can be blitted between
// each other
return eGL_UNSIGNED_NORMALIZED;
}
GLenum getCurrentTextureFormat(WrappedOpenGL *driver)
{
GLuint curColor;
GLint colorType;
driver->glGetFramebufferAttachmentParameteriv(eGL_DRAW_FRAMEBUFFER, eGL_COLOR_ATTACHMENT0,
eGL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME,
(GLint *)&curColor);
driver->glGetFramebufferAttachmentParameteriv(eGL_DRAW_FRAMEBUFFER, eGL_COLOR_ATTACHMENT0,
eGL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE, &colorType);
GLenum colorFormat = eGL_NONE;
if(curColor != 0)
{
ResourceId id;
if(colorType != eGL_RENDERBUFFER)
{
id = driver->GetResourceManager()->GetResID(TextureRes(driver->GetCtx(), curColor));
}
else
{
id = driver->GetResourceManager()->GetResID(RenderbufferRes(driver->GetCtx(), curColor));
}
WrappedOpenGL::TextureData textureData = driver->m_Textures[id];
colorFormat = textureData.internalFormat;
}
return colorFormat;
}
const CopyFramebuffer &getCopyFramebuffer(WrappedOpenGL *driver,
std::map<FramebufferKey, CopyFramebuffer> &copyFramebuffers,
uint32_t numSamples, uint32_t numEvents)
@@ -224,6 +316,8 @@ const CopyFramebuffer &getCopyFramebuffer(WrappedOpenGL *driver,
GLint depthType;
GLuint curStencil;
GLint stencilType;
GLuint curColor;
GLint colorType;
driver->glGetFramebufferAttachmentParameteriv(eGL_DRAW_FRAMEBUFFER, eGL_DEPTH_ATTACHMENT,
eGL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME,
@@ -239,6 +333,13 @@ const CopyFramebuffer &getCopyFramebuffer(WrappedOpenGL *driver,
driver->glGetFramebufferAttachmentParameteriv(eGL_DRAW_FRAMEBUFFER, eGL_STENCIL_ATTACHMENT,
eGL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE, &stencilType);
driver->glGetFramebufferAttachmentParameteriv(eGL_DRAW_FRAMEBUFFER, eGL_COLOR_ATTACHMENT0,
eGL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME,
(GLint *)&curColor);
driver->glGetFramebufferAttachmentParameteriv(eGL_DRAW_FRAMEBUFFER, eGL_COLOR_ATTACHMENT0,
eGL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE, &colorType);
GLenum depthFormat = eGL_NONE;
if(curDepth != 0)
@@ -270,8 +371,73 @@ const CopyFramebuffer &getCopyFramebuffer(WrappedOpenGL *driver,
stencilFormat = driver->m_Textures[id].internalFormat;
}
GLenum colorFormat = eGL_NONE;
if(curColor != 0)
{
ResourceId id;
if(colorType != eGL_RENDERBUFFER)
{
id = driver->GetResourceManager()->GetResID(TextureRes(driver->GetCtx(), curColor));
}
else
{
id = driver->GetResourceManager()->GetResID(RenderbufferRes(driver->GetCtx(), curColor));
}
WrappedOpenGL::TextureData textureData = driver->m_Textures[id];
colorFormat = textureData.internalFormat;
}
return getCopyFramebuffer(driver, copyFramebuffers, numSamples, numEvents, depthFormat,
stencilFormat);
stencilFormat, colorFormat);
}
ShaderOutFramebuffer getShaderOutFramebuffer(WrappedOpenGL *driver,
GLPixelHistoryResources &resources, FramebufferKey key,
uint32_t width, uint32_t height)
{
std::map<FramebufferKey, ShaderOutFramebuffer> &shaderOutFramebuffers =
resources.shaderOutIntFramebuffers;
auto it = shaderOutFramebuffers.find(key);
if(it != shaderOutFramebuffers.end())
{
return it->second;
}
GLint savedReadFramebuffer, savedDrawFramebuffer;
driver->glGetIntegerv(eGL_DRAW_FRAMEBUFFER_BINDING, &savedDrawFramebuffer);
driver->glGetIntegerv(eGL_READ_FRAMEBUFFER_BINDING, &savedReadFramebuffer);
bool multisampled = key.numSamples > 1;
GLenum textureTarget = multisampled ? eGL_TEXTURE_2D_MULTISAMPLE : eGL_TEXTURE_2D;
ShaderOutFramebuffer shaderOutFramebuffer;
RDCEraseEl(shaderOutFramebuffer);
// Allocate a framebuffer that will render to the textures
driver->glGenFramebuffers(1, &shaderOutFramebuffer.framebufferId);
driver->glBindFramebuffer(eGL_FRAMEBUFFER, shaderOutFramebuffer.framebufferId);
// Allocate a texture for the pixel history colour values
driver->glGenTextures(1, &shaderOutFramebuffer.colorTextureId);
driver->glBindTexture(textureTarget, shaderOutFramebuffer.colorTextureId);
driver->CreateTextureImage(shaderOutFramebuffer.colorTextureId, key.colorFormat, eGL_NONE,
eGL_NONE, textureTarget, 2, width, height, 1, key.numSamples, 1);
driver->glFramebufferTexture(eGL_FRAMEBUFFER, eGL_COLOR_ATTACHMENT0,
shaderOutFramebuffer.colorTextureId, 0);
// Allocate a texture for the pixel history depth/stencil values
driver->glGenTextures(1, &shaderOutFramebuffer.dsTextureId);
driver->glBindTexture(textureTarget, shaderOutFramebuffer.dsTextureId);
driver->CreateTextureImage(shaderOutFramebuffer.dsTextureId, eGL_DEPTH24_STENCIL8, eGL_NONE,
eGL_NONE, textureTarget, 2, width, height, 1, key.numSamples, 1);
driver->glFramebufferTexture(eGL_FRAMEBUFFER, eGL_DEPTH_STENCIL_ATTACHMENT,
shaderOutFramebuffer.dsTextureId, 0);
// restore the capture's framebuffer
driver->glBindFramebuffer(eGL_DRAW_FRAMEBUFFER, savedDrawFramebuffer);
driver->glBindFramebuffer(eGL_READ_FRAMEBUFFER, savedReadFramebuffer);
return (shaderOutFramebuffers[key] = shaderOutFramebuffer);
}
GLbitfield getFramebufferCopyMask(WrappedOpenGL *driver)
@@ -411,6 +577,14 @@ bool PixelHistoryDestroyResources(WrappedOpenGL *driver, const GLPixelHistoryRes
driver->glDeleteTextures(1, &cf.stencilViewId);
}
for(const auto &pair : resources.shaderOutIntFramebuffers)
{
const ShaderOutFramebuffer &f = pair.second;
driver->glDeleteFramebuffers(1, &f.framebufferId);
driver->glDeleteTextures(1, &f.colorTextureId);
driver->glDeleteTextures(1, &f.dsTextureId);
}
return true;
}
@@ -621,16 +795,27 @@ void readPixelValuesMS(WrappedOpenGL *driver, const GLPixelHistoryResources &res
void readPixelValues(WrappedOpenGL *driver, const GLPixelHistoryResources &resources,
const CopyFramebuffer &copyFramebuffer, rdcarray<PixelModification> &history,
int historyIndex, bool readStencil, uint32_t numPixels)
int historyIndex, bool readStencil, uint32_t numPixels, bool isIntegerColour)
{
driver->glBindFramebuffer(eGL_READ_FRAMEBUFFER, copyFramebuffer.framebufferId);
rdcarray<float> colourValues;
colourValues.resize(4 * numPixels);
rdcarray<int> intColourValues;
intColourValues.resize(4 * numPixels);
rdcarray<float> floatColourValues;
floatColourValues.resize(4 * numPixels);
rdcarray<float> depthValues;
depthValues.resize(numPixels);
rdcarray<int> stencilValues;
stencilValues.resize(numPixels);
driver->glReadPixels(0, 0, GLint(numPixels), 1, eGL_RGBA, eGL_FLOAT, (void *)colourValues.data());
if(isIntegerColour)
{
driver->glReadPixels(0, 0, GLint(numPixels), 1, eGL_RGBA_INTEGER, eGL_INT,
(void *)intColourValues.data());
}
else
{
driver->glReadPixels(0, 0, GLint(numPixels), 1, eGL_RGBA, eGL_FLOAT,
(void *)floatColourValues.data());
}
if(copyFramebuffer.dsTextureId != 0 || copyFramebuffer.depthTextureId != 0)
{
driver->glReadPixels(0, 0, GLint(numPixels), 1, eGL_DEPTH_COMPONENT, eGL_FLOAT,
@@ -649,7 +834,14 @@ void readPixelValues(WrappedOpenGL *driver, const GLPixelHistoryResources &resou
for(int j = 0; j < 4; ++j)
{
modValue.col.floatValue[j] = colourValues[i * 4 + j];
if(isIntegerColour)
{
modValue.col.intValue[j] = intColourValues[i * 4 + j];
}
else
{
modValue.col.floatValue[j] = floatColourValues[i * 4 + j];
}
}
modValue.depth = depthValues[i];
@@ -697,12 +889,14 @@ void QueryPostModPixelValues(WrappedOpenGL *driver, GLPixelHistoryResources &res
{
CopyFramebuffer newCopyFramebuffer = getCopyFramebuffer(
driver, resources.copyFramebuffers, 1 /*single sampled*/, int(modEvents.size()));
GLenum colourFormatType = getTextureFormatType(copyFramebuffer.format.colorFormat);
bool integerColour = colourFormatType == eGL_UNSIGNED_INT || colourFormatType == eGL_INT;
if(newCopyFramebuffer.framebufferId != copyFramebuffer.framebufferId)
{
if(copyFramebuffer.framebufferId != ~0u)
{
readPixelValues(driver, resources, copyFramebuffer, history, lastHistoryIdx, true,
(uint32_t)(i - lastHistoryIdx));
(uint32_t)(i - lastHistoryIdx), integerColour);
}
lastHistoryIdx = int(i);
}
@@ -728,8 +922,10 @@ void QueryPostModPixelValues(WrappedOpenGL *driver, GLPixelHistoryResources &res
if(numSamples == 1 && copyFramebuffer.framebufferId != 0u)
{
GLenum colourFormatType = getTextureFormatType(copyFramebuffer.format.colorFormat);
bool integerColour = colourFormatType == eGL_UNSIGNED_INT || colourFormatType == eGL_INT;
readPixelValues(driver, resources, copyFramebuffer, history, lastHistoryIdx, true,
int(modEvents.size()) - lastHistoryIdx);
int(modEvents.size()) - lastHistoryIdx, integerColour);
}
}
@@ -754,14 +950,45 @@ void readShaderOutMS(WrappedOpenGL *driver, const GLPixelHistoryResources &resou
history[historyIndex].shaderOut = modValue;
}
GLenum getShaderOutColourFormat(GLenum originalColourFormat)
{
switch(originalColourFormat)
{
case eGL_RGBA8I:
case eGL_RGB8I:
case eGL_RG8I:
case eGL_R8I: return eGL_RGBA8I;
case eGL_RGBA8UI:
case eGL_RGB8UI:
case eGL_RG8UI:
case eGL_R8UI: return eGL_RGBA8UI;
case eGL_RGBA16I:
case eGL_RGB16I:
case eGL_RG16I:
case eGL_R16I: return eGL_RGBA16I;
case eGL_RGBA16UI:
case eGL_RGB16UI:
case eGL_RG16UI:
case eGL_R16UI: return eGL_RGBA16UI;
case eGL_RGBA32I:
case eGL_RGB32I:
case eGL_RG32I:
case eGL_R32I: return eGL_RGBA32I;
case eGL_RGBA32UI:
case eGL_RGB32UI:
case eGL_RG32UI:
case eGL_R32UI: return eGL_RGBA32UI;
case eGL_RGB10_A2UI: return eGL_RGB10_A2UI;
default: RDCERR("Unexpected colour format: %d", originalColourFormat); return eGL_NONE;
}
}
// This function a) calculates the number of fagments per event
// and b) calculates the shader output values per event
std::map<uint32_t, uint32_t> QueryNumFragmentsByEvent(WrappedOpenGL *driver,
GLPixelHistoryResources &resources,
const rdcarray<EventUsage> &modEvents,
rdcarray<PixelModification> &history, int x,
int y, uint32_t numSamples,
uint32_t sampleIndex)
std::map<uint32_t, uint32_t> QueryNumFragmentsByEvent(
WrappedOpenGL *driver, GLPixelHistoryResources &resources,
const rdcarray<EventUsage> &modEvents, rdcarray<PixelModification> &history, int x, int y,
uint32_t numSamples, uint32_t sampleIndex, uint32_t width, uint32_t height)
{
driver->ReplayLog(0, modEvents[0].eventId, eReplay_WithoutDraw);
@@ -772,8 +999,26 @@ std::map<uint32_t, uint32_t> QueryNumFragmentsByEvent(WrappedOpenGL *driver,
GLint savedReadFramebuffer, savedDrawFramebuffer;
driver->glGetIntegerv(eGL_DRAW_FRAMEBUFFER_BINDING, &savedDrawFramebuffer);
driver->glGetIntegerv(eGL_READ_FRAMEBUFFER_BINDING, &savedReadFramebuffer);
driver->glBindFramebuffer(eGL_DRAW_FRAMEBUFFER, resources.fullPrecisionFrameBuffer);
driver->glBindFramebuffer(eGL_READ_FRAMEBUFFER, resources.fullPrecisionFrameBuffer);
GLenum colourFormat = getCurrentTextureFormat(driver);
GLenum colourFormatType = getTextureFormatType(colourFormat);
GLenum shaderOutColourFormat = eGL_NONE;
if(colourFormatType == eGL_UNSIGNED_INT || colourFormatType == eGL_INT)
{
shaderOutColourFormat = getShaderOutColourFormat(colourFormat);
FramebufferKey key = {shaderOutColourFormat, eGL_DEPTH24_STENCIL8, eGL_DEPTH24_STENCIL8,
numSamples};
ShaderOutFramebuffer framebuffer =
getShaderOutFramebuffer(driver, resources, key, width, height);
driver->glBindFramebuffer(eGL_DRAW_FRAMEBUFFER, framebuffer.framebufferId);
driver->glBindFramebuffer(eGL_READ_FRAMEBUFFER, framebuffer.framebufferId);
}
else
{
driver->glBindFramebuffer(eGL_DRAW_FRAMEBUFFER, resources.fullPrecisionFrameBuffer);
driver->glBindFramebuffer(eGL_READ_FRAMEBUFFER, resources.fullPrecisionFrameBuffer);
}
driver->glStencilOp(eGL_INCR, eGL_INCR, eGL_INCR);
driver->glStencilMask(0xff); // default for 1 byte
@@ -801,7 +1046,15 @@ std::map<uint32_t, uint32_t> QueryNumFragmentsByEvent(WrappedOpenGL *driver,
if(numSamples == 1)
{
ModificationValue modValue;
driver->glReadPixels(x, y, 1, 1, eGL_RGBA, eGL_FLOAT, (void *)modValue.col.floatValue.data());
if(colourFormatType == eGL_UNSIGNED_INT || colourFormatType == eGL_INT)
{
driver->glReadPixels(x, y, 1, 1, eGL_RGBA_INTEGER, eGL_INT,
(void *)modValue.col.intValue.data());
}
else
{
driver->glReadPixels(x, y, 1, 1, eGL_RGBA, eGL_FLOAT, (void *)modValue.col.floatValue.data());
}
driver->glReadPixels(x, y, 1, 1, eGL_DEPTH_COMPONENT, eGL_FLOAT, (void *)&modValue.depth);
driver->glReadPixels(x, y, 1, 1, eGL_STENCIL_INDEX, eGL_UNSIGNED_INT, (void *)&numFragments);
@@ -813,11 +1066,15 @@ std::map<uint32_t, uint32_t> QueryNumFragmentsByEvent(WrappedOpenGL *driver,
}
else
{
const CopyFramebuffer &copyFramebuffer =
getCopyFramebuffer(driver, resources.copyFramebuffers, numSamples, int(modEvents.size()),
eGL_DEPTH24_STENCIL8, eGL_DEPTH24_STENCIL8);
GLenum copyFramebufferColourFormat =
(colourFormatType == eGL_UNSIGNED_INT || colourFormatType == eGL_INT)
? shaderOutColourFormat
: eGL_RGBA32F;
const CopyFramebuffer &copyFramebuffer = getCopyFramebuffer(
driver, resources.copyFramebuffers, numSamples, int(modEvents.size()),
eGL_DEPTH24_STENCIL8, eGL_DEPTH24_STENCIL8, copyFramebufferColourFormat);
driver->glBindFramebuffer(eGL_DRAW_FRAMEBUFFER, copyFramebuffer.framebufferId);
driver->glBindFramebuffer(eGL_READ_FRAMEBUFFER, resources.fullPrecisionFrameBuffer);
SafeBlitFramebuffer(x, y, x + 1, y + 1, 0, 0, 1, 1, getFramebufferCopyMask(driver),
eGL_NEAREST);
readShaderOutMS(driver, resources, copyFramebuffer, sampleIndex, 0, 0, history, int(i));
@@ -961,7 +1218,8 @@ void QueryShaderOutPerFragment(WrappedOpenGL *driver, GLReplay *replay,
const rdcarray<EventUsage> &modEvents, int x, int y,
rdcarray<PixelModification> &history,
const std::map<uint32_t, uint32_t> &eventFragments,
uint32_t numSamples, uint32_t sampleIndex)
uint32_t numSamples, uint32_t sampleIndex, uint32_t width,
uint32_t height)
{
driver->ReplayLog(0, modEvents[0].eventId, eReplay_WithoutDraw);
for(size_t i = 0; i < modEvents.size(); ++i)
@@ -1025,12 +1283,31 @@ void QueryShaderOutPerFragment(WrappedOpenGL *driver, GLReplay *replay,
driver->glGetIntegerv(eGL_DRAW_FRAMEBUFFER_BINDING, &savedDrawFramebuffer);
driver->glGetIntegerv(eGL_READ_FRAMEBUFFER_BINDING, &savedReadFramebuffer);
GLenum colourFormat = getCurrentTextureFormat(driver);
GLenum colourFormatType = getTextureFormatType(colourFormat);
GLenum shaderOutColourFormat = eGL_NONE;
for(size_t j = 0; j < RDCMAX(numFragments, 1u); ++j)
{
// Set the stencil function so only jth fragment will pass.
driver->glStencilFunc(eGL_EQUAL, (int)j, 0xff);
driver->glBindFramebuffer(eGL_DRAW_FRAMEBUFFER, resources.fullPrecisionFrameBuffer);
driver->glBindFramebuffer(eGL_READ_FRAMEBUFFER, resources.fullPrecisionFrameBuffer);
if(colourFormatType == eGL_UNSIGNED_INT || colourFormatType == eGL_INT)
{
shaderOutColourFormat = getShaderOutColourFormat(colourFormat);
FramebufferKey key = {shaderOutColourFormat, eGL_DEPTH24_STENCIL8, eGL_DEPTH24_STENCIL8,
numSamples};
ShaderOutFramebuffer framebuffer =
getShaderOutFramebuffer(driver, resources, key, width, height);
driver->glBindFramebuffer(eGL_DRAW_FRAMEBUFFER, framebuffer.framebufferId);
driver->glBindFramebuffer(eGL_READ_FRAMEBUFFER, framebuffer.framebufferId);
}
else
{
driver->glBindFramebuffer(eGL_DRAW_FRAMEBUFFER, resources.fullPrecisionFrameBuffer);
driver->glBindFramebuffer(eGL_READ_FRAMEBUFFER, resources.fullPrecisionFrameBuffer);
}
driver->glClear(eGL_STENCIL_BUFFER_BIT | eGL_COLOR_BUFFER_BIT | eGL_DEPTH_BUFFER_BIT);
driver->ReplayLog(modEvents[i].eventId, modEvents[i].eventId, eReplay_OnlyDraw);
@@ -1038,7 +1315,17 @@ void QueryShaderOutPerFragment(WrappedOpenGL *driver, GLReplay *replay,
if(numSamples == 1)
{
ModificationValue modValue;
driver->glReadPixels(x, y, 1, 1, eGL_RGBA, eGL_FLOAT, (void *)modValue.col.floatValue.data());
if(colourFormatType == eGL_UNSIGNED_INT || colourFormatType == eGL_INT)
{
driver->glReadPixels(x, y, 1, 1, eGL_RGBA_INTEGER, eGL_INT,
(void *)modValue.col.intValue.data());
}
else
{
driver->glReadPixels(x, y, 1, 1, eGL_RGBA, eGL_FLOAT,
(void *)modValue.col.floatValue.data());
}
driver->glReadPixels(x, y, 1, 1, eGL_DEPTH_COMPONENT, eGL_FLOAT, (void *)&modValue.depth);
modValue.stencil = historyIndex->shaderOut.stencil;
@@ -1046,11 +1333,15 @@ void QueryShaderOutPerFragment(WrappedOpenGL *driver, GLReplay *replay,
}
else
{
const CopyFramebuffer &copyFramebuffer =
getCopyFramebuffer(driver, resources.copyFramebuffers, numSamples,
int(modEvents.size()), eGL_DEPTH24_STENCIL8, eGL_DEPTH24_STENCIL8);
GLenum copyFramebufferColourFormat =
(colourFormatType == eGL_UNSIGNED_INT || colourFormatType == eGL_INT)
? shaderOutColourFormat
: eGL_RGBA32F;
const CopyFramebuffer &copyFramebuffer = getCopyFramebuffer(
driver, resources.copyFramebuffers, numSamples, int(modEvents.size()),
eGL_DEPTH24_STENCIL8, eGL_DEPTH24_STENCIL8, copyFramebufferColourFormat);
driver->glBindFramebuffer(eGL_DRAW_FRAMEBUFFER, copyFramebuffer.framebufferId);
driver->glBindFramebuffer(eGL_READ_FRAMEBUFFER, resources.fullPrecisionFrameBuffer);
SafeBlitFramebuffer(x, y, x + 1, y + 1, 0, 0, 1, 1, getFramebufferCopyMask(driver),
eGL_NEAREST);
int oldStencil = historyIndex->shaderOut.stencil;
@@ -1118,6 +1409,10 @@ void QueryPostModPerFragment(WrappedOpenGL *driver, GLReplay *replay,
driver->glGetIntegerv(eGL_DRAW_FRAMEBUFFER_BINDING, &savedDrawFramebuffer);
driver->glGetIntegerv(eGL_READ_FRAMEBUFFER_BINDING, &savedReadFramebuffer);
GLenum colourFormat = getCurrentTextureFormat(driver);
GLenum colourFormatType = getTextureFormatType(colourFormat);
bool integerColour = colourFormatType == eGL_UNSIGNED_INT || colourFormatType == eGL_INT;
CopyFramebuffer copyFramebuffer;
RDCEraseEl(copyFramebuffer);
copyFramebuffer.framebufferId = ~0u;
@@ -1157,7 +1452,7 @@ void QueryPostModPerFragment(WrappedOpenGL *driver, GLReplay *replay,
{
readPixelValues(driver, resources, copyFramebuffer, history,
lastJ + int(historyIndex - history.begin()), false,
(uint32_t)(j - lastJ));
(uint32_t)(j - lastJ), integerColour);
}
lastJ = int(j);
}
@@ -1176,7 +1471,8 @@ void QueryPostModPerFragment(WrappedOpenGL *driver, GLReplay *replay,
if(numSamples == 1 && copyFramebuffer.framebufferId != ~0u)
{
readPixelValues(driver, resources, copyFramebuffer, history,
lastJ + int(historyIndex - history.begin()), true, numFragments - lastJ);
lastJ + int(historyIndex - history.begin()), true, numFragments - lastJ,
integerColour);
}
driver->glBindFramebuffer(eGL_DRAW_FRAMEBUFFER, savedDrawFramebuffer);
@@ -1270,8 +1566,8 @@ void QueryPrimitiveIdPerFragment(WrappedOpenGL *driver, GLReplay *replay,
else
{
const CopyFramebuffer &copyFramebuffer =
getCopyFramebuffer(driver, resources.copyFramebuffers, numSamples,
int(modEvents.size()), eGL_DEPTH24_STENCIL8, eGL_DEPTH24_STENCIL8);
getCopyFramebuffer(driver, resources.copyFramebuffers, numSamples, int(modEvents.size()),
eGL_DEPTH24_STENCIL8, eGL_DEPTH24_STENCIL8, eGL_RGBA32F);
driver->glBindFramebuffer(eGL_DRAW_FRAMEBUFFER, copyFramebuffer.framebufferId);
driver->glBindFramebuffer(eGL_READ_FRAMEBUFFER, resources.fullPrecisionFrameBuffer);
SafeBlitFramebuffer(x, y, x + 1, y + 1, 0, 0, 1, 1, getFramebufferCopyMask(driver),
@@ -1441,8 +1737,11 @@ rdcarray<PixelModification> GLReplay::PixelHistory(rdcarray<EventUsage> events,
QueryPostModPixelValues(m_pDriver, resources, modEvents, x, flippedY, history, textureDesc.msSamp,
sampleIdx);
std::map<uint32_t, uint32_t> eventFragments = QueryNumFragmentsByEvent(
m_pDriver, resources, modEvents, history, x, flippedY, textureDesc.msSamp, sampleIdx);
uint32_t textureWidth = textureDesc.width >> sub.mip;
uint32_t textureHeight = textureDesc.height >> sub.mip;
std::map<uint32_t, uint32_t> eventFragments =
QueryNumFragmentsByEvent(m_pDriver, resources, modEvents, history, x, flippedY,
textureDesc.msSamp, sampleIdx, textureWidth, textureHeight);
// copy history entries to create one history per fragment
for(size_t h = 0; h < history.size();)
@@ -1465,7 +1764,8 @@ rdcarray<PixelModification> GLReplay::PixelHistory(rdcarray<EventUsage> events,
}
QueryShaderOutPerFragment(m_pDriver, this, resources, modEvents, x, flippedY, history,
eventFragments, textureDesc.msSamp, sampleIdx);
eventFragments, textureDesc.msSamp, sampleIdx, textureWidth,
textureHeight);
QueryPrimitiveIdPerFragment(m_pDriver, this, resources, modEvents, x, flippedY, history,
eventFragments, usingFloatForPrimitiveId, textureDesc.msSamp,
sampleIdx);
+1
View File
@@ -103,6 +103,7 @@ set(OPENGL_SRC
gl/gl_overlay_test.cpp
gl/gl_parameter_zoo.cpp
gl/gl_per_type_tex_units.cpp
gl/gl_pixelhistory_formats.cpp
gl/gl_queries_in_use.cpp
gl/gl_renderbuffer_zoo.cpp
gl/gl_resource_lifetimes.cpp
+1
View File
@@ -272,6 +272,7 @@
<ClCompile Include="gl\gl_unsized_ms_fbo_attachment.cpp" />
<ClCompile Include="gl\gl_vao_0.cpp" />
<ClCompile Include="gl\gl_vertex_attr_zoo.cpp" />
<ClCompile Include="gl\gl_pixelhistory_formats.cpp" />
<ClCompile Include="linux\linux_platform.cpp">
<ExcludedFromBuild>true</ExcludedFromBuild>
</ClCompile>
+3
View File
@@ -643,6 +643,9 @@
<ClCompile Include="d3d12\d3d12_vertex_uav.cpp">
<Filter>D3D12\demos</Filter>
</ClCompile>
<ClCompile Include="gl\gl_pixelhistory_formats.cpp">
<Filter>OpenGL\demos</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<Filter Include="D3D11">
@@ -0,0 +1,245 @@
/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 2019-2023 Baldur Karlsson
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
******************************************************************************/
#include <stdio.h>
#include "gl_test.h"
RD_TEST(GL_PixelHistory_Formats, OpenGLGraphicsTest)
{
static constexpr const char *Description =
"Draw a triangle to a variety of texture formats (to test pixel history).";
std::string common = R"EOSHADER(
#version 420 core
#define v2f v2f_block \
{ \
vec4 pos; \
vec4 col; \
vec4 uv; \
}
)EOSHADER";
std::string vertex = R"EOSHADER(
layout(location = 0) in vec3 Position;
layout(location = 1) in vec4 Color;
layout(location = 2) in vec2 UV;
out v2f vertOut;
void main()
{
vertOut.pos = vec4(Position.xyz, 1);
gl_Position = vertOut.pos;
vertOut.col = Color;
vertOut.uv = vec4(UV.xy, 0, 1);
}
)EOSHADER";
std::string pixel = R"EOSHADER(
in v2f vertIn;
layout(location = 0, index = 0) out vec4 Color;
void main()
{
Color = vertIn.col;
}
)EOSHADER";
int main()
{
// initialise, create window, create context, etc
if(!Init())
return 3;
GLuint vao = MakeVAO();
glBindVertexArray(vao);
GLuint vb = MakeBuffer();
glBindBuffer(GL_ARRAY_BUFFER, vb);
const DefaultA2V DefaultTriWithALessBoringColour[3] = {
{Vec3f(-0.5f, -0.5f, 0.0f), Vec4f(0.57721f, 0.27182f, 0.1385f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(0.0f, 0.5f, 0.0f), Vec4f(0.57721f, 0.27182f, 0.1385f, 1.0f), Vec2f(0.0f, 1.0f)},
{Vec3f(0.5f, -0.5f, 0.0f), Vec4f(0.57721f, 0.27182f, 0.1385f, 1.0f), Vec2f(1.0f, 0.0f)},
};
glBufferStorage(GL_ARRAY_BUFFER, sizeof(DefaultTriWithALessBoringColour),
DefaultTriWithALessBoringColour, 0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(DefaultA2V), (void *)(0));
glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, sizeof(DefaultA2V), (void *)(sizeof(Vec3f)));
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(DefaultA2V),
(void *)(sizeof(Vec3f) + sizeof(Vec4f)));
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glEnableVertexAttribArray(2);
GLuint program = MakeProgram(common + vertex, common + pixel);
GLenum colorFormats[] = {
GL_RGBA8, GL_RGBA16, GL_RGBA16F, GL_RGBA32F, GL_RGBA8I, GL_RGBA8UI,
GL_RGBA16I, GL_RGBA16UI, GL_RGBA32I, GL_RGBA32UI, GL_RGB8, GL_RGB16,
GL_RGB16F, GL_RGB32F, GL_RGB8I, GL_RGB8UI, GL_RG8, GL_RG16,
GL_RG16F, GL_RG32F, GL_RG8I, GL_RG8UI, GL_R8, GL_R16,
GL_R16F, GL_R32F, GL_R8I, GL_R8UI, GL_RGB5_A1, GL_RGB10_A2,
GL_RGB10_A2UI, GL_R11F_G11F_B10F, GL_RGB565};
GLenum depthFormats[] = {GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT24, GL_DEPTH_COMPONENT32,
GL_DEPTH_COMPONENT32F, GL_DEPTH24_STENCIL8, GL_DEPTH32F_STENCIL8};
constexpr size_t colorFormatSize = sizeof(colorFormats) / sizeof(GLenum);
constexpr size_t depthFormatSize = sizeof(depthFormats) / sizeof(GLenum);
GLuint colorTextures[colorFormatSize];
GLuint multisampledColorTextures[colorFormatSize];
GLuint depthTextures[depthFormatSize];
for(size_t i = 0; i < colorFormatSize; ++i)
{
colorTextures[i] = MakeTexture();
multisampledColorTextures[i] = MakeTexture();
glBindTexture(GL_TEXTURE_2D, colorTextures[i]);
glTexStorage2D(GL_TEXTURE_2D, 1, colorFormats[i], screenWidth, screenHeight);
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, multisampledColorTextures[i]);
glTexStorage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, 2, colorFormats[i], screenWidth,
screenHeight, GL_TRUE);
}
for(size_t i = 0; i < depthFormatSize; ++i)
{
depthTextures[i] = MakeTexture();
glBindTexture(GL_TEXTURE_2D, depthTextures[i]);
glTexStorage2D(GL_TEXTURE_2D, 1, depthFormats[i], screenWidth, screenHeight);
}
GLuint fbo = MakeFBO();
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glDepthFunc(GL_ALWAYS);
glEnable(GL_DEPTH_TEST);
glDepthMask(GL_TRUE);
glStencilFunc(GL_ALWAYS, 0xcc, 0xff);
glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
glEnable(GL_STENCIL_TEST);
glStencilMask(0xff);
while(Running())
{
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
for(size_t i = 0; i < colorFormatSize; ++i)
{
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
colorTextures[i], 0);
if(i >= depthFormatSize)
{
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
}
else if(depthFormats[i] == GL_DEPTH24_STENCIL8 || depthFormats[i] == GL_DEPTH32F_STENCIL8)
{
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D,
depthTextures[i], 0);
}
else
{
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D,
depthTextures[i], 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
}
GLenum bufs[] = {GL_COLOR_ATTACHMENT0};
glDrawBuffers(1, bufs);
float col[] = {0.2f, 0.2f, 0.2f, 1.0f};
GLenum check = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if(check != GL_FRAMEBUFFER_COMPLETE)
{
printf("%x\n", colorFormats[i]);
continue;
}
glClearBufferfv(GL_COLOR, 0, col);
glClearBufferfi(GL_DEPTH_STENCIL, 0, 1.0f, 0);
glBindVertexArray(vao);
glUseProgram(program);
glViewport(0, 0, GLsizei(screenWidth), GLsizei(screenHeight));
glDrawArrays(GL_TRIANGLES, 0, 3);
}
for(size_t i = 0; i < colorFormatSize; ++i)
{
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D_MULTISAMPLE,
multisampledColorTextures[i], 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
GLenum bufs[] = {GL_COLOR_ATTACHMENT0};
glDrawBuffers(1, bufs);
float col[] = {0.2f, 0.2f, 0.2f, 1.0f};
GLenum check = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if(check != GL_FRAMEBUFFER_COMPLETE)
{
printf("%x\n", colorFormats[i]);
continue;
}
glClearBufferfv(GL_COLOR, 0, col);
glBindVertexArray(vao);
glUseProgram(program);
glViewport(0, 0, GLsizei(screenWidth), GLsizei(screenHeight));
glDrawArrays(GL_TRIANGLES, 0, 3);
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, 0);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, 0);
Present();
}
return 0;
}
};
REGISTER_TEST();
@@ -0,0 +1,77 @@
import renderdoc as rd
import rdtest
from typing import List
def event_id(x): return x.eventId
class GL_PixelHistory_Formats(rdtest.TestCase):
demos_test_name = 'GL_PixelHistory_Formats'
demos_frame_cap = 10
def check_capture(self):
action = self.get_first_action()
while True:
glclear: rd.ActionDescription = self.find_action('glClear', action.eventId)
action: rd.ActionDescription = self.find_action('glDraw', action.eventId+1)
if action is None:
break
rdtest.log.success(f'Test {action.eventId} started.')
self.controller.SetFrameEvent(action.eventId, True)
pipe: rd.PipeState = self.controller.GetPipelineState()
rt: rd.BoundResource = pipe.GetOutputTargets()[0]
tex: rd.ResourceId = rt.resourceId
sub = rd.Subresource()
textures: List[rd.TextureDescription] = self.controller.GetTextures()
def predicate(texDesc):
return texDesc.resourceId == tex
texDescription = next(filter(predicate, textures))
if texDescription.format.Name() == 'B5G5R5A1_UNORM' or texDescription.format.Name() == 'B5G6R5_UNORM':
eps = 1.0 / 32.0
elif texDescription.format.Name() == 'R10G10B10A2_UNORM':
eps = 1.0 / 1024.0
elif texDescription.format.Name() == 'R11G11B10_FLOAT':
eps = 0.01
elif texDescription.format.compByteWidth == 1:
eps = 1.0 / 255.0
else:
eps = 2.0 / 16384.0
x, y = 190, 149
events = [glclear.eventId, action.eventId]
modifs: List[rd.PixelModification] = self.controller.PixelHistory(tex, x, y, sub, rt.typeCast)
self.check_events(events, modifs, False)
self.check_pixel_value(tex, x, y, modifs[-1].postMod.col.floatValue, sub=sub, cast=rt.typeCast, eps=eps)
self.check_shader_out_with_postmod(modifs[-1].shaderOut.col.floatValue, modifs[-1].postMod.col.floatValue, texDescription.format.compCount, eps)
x, y = 328, 199
events = [glclear.eventId]
modifs: List[rd.pixelModification] = self.controller.PixelHistory(tex, x, y, sub, rt.typeCast)
self.check_events(events, modifs, False)
self.check_pixel_value(tex, x, y, modifs[-1].postMod.col.floatValue, sub=sub, cast=rt.typeCast, eps=eps)
rdtest.log.success('Test {} completed.'.format(action.eventId))
def check_events(self, events, modifs, hasSecondary):
self.check(len(modifs) == len(events), "Expected {} events, got {}, modifs {}".format(len(events), len(modifs), modifs))
for i in range(len(modifs)):
self.check(modifs[i].eventId == events[i], f"Expected event with id {events[i]}, but got {modifs[i].eventId}")
def check_shader_out_with_postmod(self, shaderOut, postMod, compCount: int, eps: float):
print(f"shaderOut: {shaderOut}, posMod: {postMod}")
diff = 0
for i in range(compCount):
if not rdtest.value_compare(shaderOut[i], postMod[i], eps=eps):
raise rdtest.TestFailureException(f"shaderOut and postMod differ by {shaderOut[i] - postMod[i]}")