Use structs for serialising GL initial program bindings

* This produces much nicer structured data as the organisation is
  explicit instead of implicit and can be displayed in the UI properly.
This commit is contained in:
baldurk
2017-11-24 15:01:00 +00:00
parent 5ff440ab28
commit 0b8a5008ba
2 changed files with 520 additions and 256 deletions
-1
View File
@@ -474,7 +474,6 @@ bool GLResourceManager::Prepare_InitialState(GLResource res)
SERIALISE_ELEMENT(res.Namespace);
SerialiseProgramBindings(ser, CaptureState::ActiveCapturing, gl, res.name);
SerialiseProgramUniforms(ser, CaptureState::ActiveCapturing, gl, res.name, NULL);
SetInitialChunk(Id, scope.Get());
+520 -255
View File
@@ -27,6 +27,252 @@
#include "gl_common.h"
#include "gl_driver.h"
struct ProgramUniformValue
{
ProgramUniformValue() { RDCEraseEl(data); }
GLenum Type;
int32_t Location;
union
{
double dval[16];
float fval[16];
int32_t ival[16];
uint32_t uval[16];
} data;
};
DECLARE_REFLECTION_STRUCT(ProgramUniformValue);
struct ProgramUniform
{
std::string Basename;
bool IsArray;
std::vector<ProgramUniformValue> Values;
};
DECLARE_REFLECTION_STRUCT(ProgramUniform);
struct ProgramBinding
{
ProgramBinding() = default;
ProgramBinding(const char *n, int32_t b) : Name(n), Binding(b) {}
std::string Name;
int32_t Binding = -1;
};
DECLARE_REFLECTION_STRUCT(ProgramBinding);
struct ProgramUniforms
{
std::vector<ProgramUniform> ValueUniforms;
std::vector<ProgramBinding> UBOBindings;
std::vector<ProgramBinding> SSBOBindings;
};
DECLARE_REFLECTION_STRUCT(ProgramUniforms);
template <typename SerialiserType>
void DoSerialise(SerialiserType &ser, ProgramUniformValue &el)
{
SERIALISE_MEMBER(Type);
SERIALISE_MEMBER(Location);
// some special logic here, we decode Type to figure out what the actual data is, and serialise it
// with the right type.
VarType baseType = VarType::Float;
uint32_t elemCount = 1;
switch(el.Type)
{
case eGL_FLOAT_MAT4:
case eGL_FLOAT_MAT4x3:
case eGL_FLOAT_MAT4x2:
case eGL_FLOAT_MAT3:
case eGL_FLOAT_MAT3x4:
case eGL_FLOAT_MAT3x2:
case eGL_FLOAT_MAT2:
case eGL_FLOAT_MAT2x4:
case eGL_FLOAT_MAT2x3:
case eGL_FLOAT:
case eGL_FLOAT_VEC2:
case eGL_FLOAT_VEC3:
case eGL_FLOAT_VEC4: baseType = VarType::Float; break;
case eGL_DOUBLE_MAT4:
case eGL_DOUBLE_MAT4x3:
case eGL_DOUBLE_MAT4x2:
case eGL_DOUBLE_MAT3:
case eGL_DOUBLE_MAT3x4:
case eGL_DOUBLE_MAT3x2:
case eGL_DOUBLE_MAT2:
case eGL_DOUBLE_MAT2x4:
case eGL_DOUBLE_MAT2x3:
case eGL_DOUBLE:
case eGL_DOUBLE_VEC2:
case eGL_DOUBLE_VEC3:
case eGL_DOUBLE_VEC4: baseType = VarType::Double; break;
case eGL_SAMPLER_1D:
case eGL_SAMPLER_2D:
case eGL_SAMPLER_3D:
case eGL_SAMPLER_CUBE:
case eGL_SAMPLER_CUBE_MAP_ARRAY:
case eGL_SAMPLER_1D_SHADOW:
case eGL_SAMPLER_2D_SHADOW:
case eGL_SAMPLER_1D_ARRAY:
case eGL_SAMPLER_2D_ARRAY:
case eGL_SAMPLER_1D_ARRAY_SHADOW:
case eGL_SAMPLER_2D_ARRAY_SHADOW:
case eGL_SAMPLER_2D_MULTISAMPLE:
case eGL_SAMPLER_2D_MULTISAMPLE_ARRAY:
case eGL_SAMPLER_CUBE_SHADOW:
case eGL_SAMPLER_CUBE_MAP_ARRAY_SHADOW:
case eGL_SAMPLER_BUFFER:
case eGL_SAMPLER_2D_RECT:
case eGL_SAMPLER_2D_RECT_SHADOW:
case eGL_INT_SAMPLER_1D:
case eGL_INT_SAMPLER_2D:
case eGL_INT_SAMPLER_3D:
case eGL_INT_SAMPLER_CUBE:
case eGL_INT_SAMPLER_CUBE_MAP_ARRAY:
case eGL_INT_SAMPLER_1D_ARRAY:
case eGL_INT_SAMPLER_2D_ARRAY:
case eGL_INT_SAMPLER_2D_MULTISAMPLE:
case eGL_INT_SAMPLER_2D_MULTISAMPLE_ARRAY:
case eGL_INT_SAMPLER_BUFFER:
case eGL_INT_SAMPLER_2D_RECT:
case eGL_UNSIGNED_INT_SAMPLER_1D:
case eGL_UNSIGNED_INT_SAMPLER_2D:
case eGL_UNSIGNED_INT_SAMPLER_3D:
case eGL_UNSIGNED_INT_SAMPLER_CUBE:
case eGL_UNSIGNED_INT_SAMPLER_1D_ARRAY:
case eGL_UNSIGNED_INT_SAMPLER_2D_ARRAY:
case eGL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE:
case eGL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY:
case eGL_UNSIGNED_INT_SAMPLER_BUFFER:
case eGL_UNSIGNED_INT_SAMPLER_2D_RECT:
case eGL_IMAGE_1D:
case eGL_IMAGE_2D:
case eGL_IMAGE_3D:
case eGL_IMAGE_2D_RECT:
case eGL_IMAGE_CUBE:
case eGL_IMAGE_BUFFER:
case eGL_IMAGE_1D_ARRAY:
case eGL_IMAGE_2D_ARRAY:
case eGL_IMAGE_CUBE_MAP_ARRAY:
case eGL_IMAGE_2D_MULTISAMPLE:
case eGL_IMAGE_2D_MULTISAMPLE_ARRAY:
case eGL_INT_IMAGE_1D:
case eGL_INT_IMAGE_2D:
case eGL_INT_IMAGE_3D:
case eGL_INT_IMAGE_2D_RECT:
case eGL_INT_IMAGE_CUBE:
case eGL_INT_IMAGE_BUFFER:
case eGL_INT_IMAGE_1D_ARRAY:
case eGL_INT_IMAGE_2D_ARRAY:
case eGL_INT_IMAGE_2D_MULTISAMPLE:
case eGL_INT_IMAGE_2D_MULTISAMPLE_ARRAY:
case eGL_UNSIGNED_INT_IMAGE_1D:
case eGL_UNSIGNED_INT_IMAGE_2D:
case eGL_UNSIGNED_INT_IMAGE_3D:
case eGL_UNSIGNED_INT_IMAGE_2D_RECT:
case eGL_UNSIGNED_INT_IMAGE_CUBE:
case eGL_UNSIGNED_INT_IMAGE_BUFFER:
case eGL_UNSIGNED_INT_IMAGE_1D_ARRAY:
case eGL_UNSIGNED_INT_IMAGE_2D_ARRAY:
case eGL_UNSIGNED_INT_IMAGE_CUBE_MAP_ARRAY:
case eGL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE:
case eGL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE_ARRAY:
case eGL_UNSIGNED_INT_ATOMIC_COUNTER:
case eGL_INT:
case eGL_INT_VEC2:
case eGL_INT_VEC3:
case eGL_INT_VEC4: baseType = VarType::Int; break;
case eGL_UNSIGNED_INT:
case eGL_BOOL:
case eGL_UNSIGNED_INT_VEC2:
case eGL_BOOL_VEC2:
case eGL_UNSIGNED_INT_VEC3:
case eGL_BOOL_VEC3:
case eGL_UNSIGNED_INT_VEC4:
case eGL_BOOL_VEC4: baseType = VarType::UInt; break;
default:
RDCERR("Unhandled uniform type '%s'", ToStr(el.Type).c_str());
baseType = VarType::Float;
elemCount = 1;
break;
}
switch(el.Type)
{
case eGL_FLOAT_MAT4:
case eGL_DOUBLE_MAT4: elemCount = 16; break;
case eGL_FLOAT_MAT4x3:
case eGL_FLOAT_MAT3x4:
case eGL_DOUBLE_MAT4x3:
case eGL_DOUBLE_MAT3x4: elemCount = 12; break;
case eGL_FLOAT_MAT4x2:
case eGL_FLOAT_MAT2x4:
case eGL_DOUBLE_MAT4x2:
case eGL_DOUBLE_MAT2x4: elemCount = 8; break;
case eGL_FLOAT_MAT3:
case eGL_DOUBLE_MAT3: elemCount = 9; break;
case eGL_FLOAT_MAT3x2:
case eGL_DOUBLE_MAT3x2:
case eGL_FLOAT_MAT2x3:
case eGL_DOUBLE_MAT2x3: elemCount = 6; break;
case eGL_FLOAT_MAT2:
case eGL_DOUBLE_MAT2:
case eGL_FLOAT_VEC4:
case eGL_DOUBLE_VEC4: elemCount = 4; break;
case eGL_FLOAT_VEC3:
case eGL_DOUBLE_VEC3: elemCount = 3; break;
case eGL_FLOAT_VEC2:
case eGL_DOUBLE_VEC2: elemCount = 2; break;
default:
// all other types are elemCount = 1
break;
}
double *dv = el.data.dval;
float *fv = el.data.fval;
int32_t *iv = el.data.ival;
uint32_t *uv = el.data.uval;
if(baseType == VarType::Double)
ser.Serialise("data", fv, elemCount, SerialiserFlags::NoFlags);
else if(baseType == VarType::Float)
ser.Serialise("data", dv, elemCount, SerialiserFlags::NoFlags);
else if(baseType == VarType::Int)
ser.Serialise("data", iv, elemCount, SerialiserFlags::NoFlags);
else if(baseType == VarType::UInt)
ser.Serialise("data", uv, elemCount, SerialiserFlags::NoFlags);
}
template <typename SerialiserType>
void DoSerialise(SerialiserType &ser, ProgramUniform &el)
{
SERIALISE_MEMBER(Basename);
SERIALISE_MEMBER(IsArray);
SERIALISE_MEMBER(Values);
}
template <typename SerialiserType>
void DoSerialise(SerialiserType &ser, ProgramBinding &el)
{
SERIALISE_MEMBER(Name);
SERIALISE_MEMBER(Binding);
}
template <typename SerialiserType>
void DoSerialise(SerialiserType &ser, ProgramUniforms &el)
{
SERIALISE_MEMBER(ValueUniforms);
SERIALISE_MEMBER(UBOBindings);
SERIALISE_MEMBER(SSBOBindings);
}
// bit of a hack, to work around C4127: conditional expression is constant
// on template parameters
template <typename T>
@@ -47,58 +293,43 @@ static void ForAllProgramUniforms(SerialiserType *ser, CaptureState state, const
RDCCOMPILE_ASSERT((CopyUniforms && !SerialiseUniforms) || (!CopyUniforms && SerialiseUniforms),
"Invalid call to ForAllProgramUniforms");
GLint NumUniforms = 0;
// this struct will be serialised with the uniform binding data, or if we're just copying it will
// be used to store the data fetched from the source program, before being applied to the
// destination program. It's slightly redundant since we could unify the loops (as the code used
// to do) but it's much better for code organisation and clarity to have a single path whether
// serialising or not.
ProgramUniforms serialisedUniforms;
// if we're reading the source program, iterate over the interfaces and fetch the data.
if(CheckConstParam(ReadSourceProgram))
{
const size_t numProps = 5;
GLenum resProps[numProps] = {
eGL_BLOCK_INDEX, eGL_TYPE, eGL_NAME_LENGTH, eGL_ARRAY_SIZE, eGL_LOCATION,
};
GLint values[numProps];
GLint NumUniforms = 0;
gl.glGetProgramInterfaceiv(progSrc, eGL_UNIFORM, eGL_ACTIVE_RESOURCES, &NumUniforms);
if(CheckConstParam(SerialiseUniforms) && ser)
{
// get accurate count of uniforms not in UBOs
GLint numSerialised = 0;
// this is a very conservative figure - many uniforms will be in UBOs and so will be ignored
serialisedUniforms.ValueUniforms.reserve(NumUniforms);
if(ser->IsWriting())
for(GLint i = 0; i < NumUniforms; i++)
{
for(GLint i = 0; i < NumUniforms; i++)
{
GLenum prop = eGL_BLOCK_INDEX;
GLint blockIdx;
gl.glGetProgramResourceiv(progSrc, eGL_UNIFORM, i, 1, &prop, 1, NULL, (GLint *)&blockIdx);
GLenum type = eGL_NONE;
int32_t arraySize = 0;
int32_t srcLocation = 0;
string basename;
bool isArray = false;
if(blockIdx >= 0)
continue;
numSerialised++;
}
}
ser->Serialise("NumUniforms", numSerialised);
if(ser->IsReading())
NumUniforms = numSerialised;
}
const size_t numProps = 5;
GLenum resProps[numProps] = {
eGL_BLOCK_INDEX, eGL_TYPE, eGL_NAME_LENGTH, eGL_ARRAY_SIZE, eGL_LOCATION,
};
for(GLint i = 0; i < NumUniforms; i++)
{
GLenum type = eGL_NONE;
int32_t arraySize = 0;
int32_t srcLocation = 0;
string basename;
bool isArray = false;
if(CheckConstParam(ReadSourceProgram))
{
GLint values[numProps];
gl.glGetProgramResourceiv(progSrc, eGL_UNIFORM, i, numProps, resProps, numProps, NULL, values);
// we don't need to consider uniforms within UBOs
if(values[0] >= 0)
continue;
// get the metadata we need for fetching the data
type = (GLenum)values[1];
arraySize = values[3];
srcLocation = values[4];
@@ -121,76 +352,64 @@ static void ForAllProgramUniforms(SerialiserType *ser, CaptureState state, const
}
basename = n;
}
if(CheckConstParam(SerialiseUniforms) && ser)
{
ser->Serialise("type", type);
ser->Serialise("arraySize", arraySize);
ser->Serialise("basename", basename);
ser->Serialise("isArray", isArray);
}
// push it onto the list
serialisedUniforms.ValueUniforms.push_back(ProgramUniform());
ProgramUniform &uniform = serialisedUniforms.ValueUniforms.back();
double dv[16] = {};
float *fv = (float *)dv;
int32_t *iv = (int32_t *)dv;
uint32_t *uiv = (uint32_t *)dv;
uniform.Basename = basename;
uniform.IsArray = isArray;
uniform.Values.resize(arraySize);
for(GLint arr = 0; arr < arraySize; arr++)
{
string name = basename;
if(isArray)
// loop over every element in the array (arraySize = 1 for non arrays)
for(GLint arr = 0; arr < arraySize; arr++)
{
name += StringFormat::Fmt("[%d]", arr);
ProgramUniformValue &uniformVal = uniform.Values[arr];
uniformVal.Type = type;
if(CheckConstParam(ReadSourceProgram))
srcLocation = gl.glGetUniformLocation(progSrc, name.c_str());
}
std::string name = basename;
if(CheckConstParam(SerialiseUniforms) && ser)
ser->Serialise("srcLocation", srcLocation);
// append the subscript if this item is an array.
if(isArray)
{
name += StringFormat::Fmt("[%d]", arr);
GLint newloc = 0;
if(CheckConstParam(WriteDestProgram) && IsReplayMode(state))
{
newloc = gl.glGetUniformLocation(progDst, name.c_str());
if(locTranslate)
(*locTranslate)[srcLocation] = newloc;
}
uniformVal.Location = srcLocation = gl.glGetUniformLocation(progSrc, name.c_str());
}
if(CheckConstParam(CopyUniforms) && newloc == -1)
continue;
// fetch the data into the ProgramUniformValue, with the appropriate method for its type
double *dv = uniformVal.data.dval;
float *fv = uniformVal.data.fval;
int32_t *iv = uniformVal.data.ival;
uint32_t *uiv = uniformVal.data.uval;
if(CheckConstParam(ReadSourceProgram))
{
switch(type)
{
case eGL_FLOAT_MAT4: gl.glGetUniformfv(progSrc, srcLocation, fv); break;
case eGL_FLOAT_MAT4x3: gl.glGetUniformfv(progSrc, srcLocation, fv); break;
case eGL_FLOAT_MAT4x2: gl.glGetUniformfv(progSrc, srcLocation, fv); break;
case eGL_FLOAT_MAT3: gl.glGetUniformfv(progSrc, srcLocation, fv); break;
case eGL_FLOAT_MAT3x4: gl.glGetUniformfv(progSrc, srcLocation, fv); break;
case eGL_FLOAT_MAT3x2: gl.glGetUniformfv(progSrc, srcLocation, fv); break;
case eGL_FLOAT_MAT2: gl.glGetUniformfv(progSrc, srcLocation, fv); break;
case eGL_FLOAT_MAT2x4: gl.glGetUniformfv(progSrc, srcLocation, fv); break;
case eGL_FLOAT_MAT2x3: gl.glGetUniformfv(progSrc, srcLocation, fv); break;
case eGL_DOUBLE_MAT4: gl.glGetUniformdv(progSrc, srcLocation, dv); break;
case eGL_DOUBLE_MAT4x3: gl.glGetUniformdv(progSrc, srcLocation, dv); break;
case eGL_DOUBLE_MAT4x2: gl.glGetUniformdv(progSrc, srcLocation, dv); break;
case eGL_DOUBLE_MAT3: gl.glGetUniformdv(progSrc, srcLocation, dv); break;
case eGL_DOUBLE_MAT3x4: gl.glGetUniformdv(progSrc, srcLocation, dv); break;
case eGL_DOUBLE_MAT3x2: gl.glGetUniformdv(progSrc, srcLocation, dv); break;
case eGL_DOUBLE_MAT2: gl.glGetUniformdv(progSrc, srcLocation, dv); break;
case eGL_DOUBLE_MAT2x4: gl.glGetUniformdv(progSrc, srcLocation, dv); break;
case eGL_DOUBLE_MAT2x3: gl.glGetUniformdv(progSrc, srcLocation, dv); break;
case eGL_FLOAT: gl.glGetUniformfv(progSrc, srcLocation, fv); break;
case eGL_FLOAT_VEC2: gl.glGetUniformfv(progSrc, srcLocation, fv); break;
case eGL_FLOAT_VEC3: gl.glGetUniformfv(progSrc, srcLocation, fv); break;
case eGL_FLOAT_MAT4:
case eGL_FLOAT_MAT4x3:
case eGL_FLOAT_MAT4x2:
case eGL_FLOAT_MAT3:
case eGL_FLOAT_MAT3x4:
case eGL_FLOAT_MAT3x2:
case eGL_FLOAT_MAT2:
case eGL_FLOAT_MAT2x4:
case eGL_FLOAT_MAT2x3:
case eGL_FLOAT:
case eGL_FLOAT_VEC2:
case eGL_FLOAT_VEC3:
case eGL_FLOAT_VEC4: gl.glGetUniformfv(progSrc, srcLocation, fv); break;
case eGL_DOUBLE: gl.glGetUniformdv(progSrc, srcLocation, dv); break;
case eGL_DOUBLE_VEC2: gl.glGetUniformdv(progSrc, srcLocation, dv); break;
case eGL_DOUBLE_VEC3: gl.glGetUniformdv(progSrc, srcLocation, dv); break;
case eGL_DOUBLE_MAT4:
case eGL_DOUBLE_MAT4x3:
case eGL_DOUBLE_MAT4x2:
case eGL_DOUBLE_MAT3:
case eGL_DOUBLE_MAT3x4:
case eGL_DOUBLE_MAT3x2:
case eGL_DOUBLE_MAT2:
case eGL_DOUBLE_MAT2x4:
case eGL_DOUBLE_MAT2x3:
case eGL_DOUBLE:
case eGL_DOUBLE_VEC2:
case eGL_DOUBLE_VEC3:
case eGL_DOUBLE_VEC4:
gl.glGetUniformdv(progSrc, srcLocation, dv);
break;
@@ -268,80 +487,168 @@ static void ForAllProgramUniforms(SerialiserType *ser, CaptureState state, const
case eGL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE:
case eGL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE_ARRAY:
case eGL_UNSIGNED_INT_ATOMIC_COUNTER:
case eGL_INT: gl.glGetUniformiv(progSrc, srcLocation, iv); break;
case eGL_INT_VEC2: gl.glGetUniformiv(progSrc, srcLocation, iv); break;
case eGL_INT_VEC3: gl.glGetUniformiv(progSrc, srcLocation, iv); break;
case eGL_INT_VEC4: gl.glGetUniformiv(progSrc, srcLocation, iv); break;
case eGL_INT:
case eGL_INT_VEC2:
case eGL_INT_VEC3:
case eGL_INT_VEC4:
gl.glGetUniformiv(progSrc, srcLocation, iv);
break;
// bools are unsigned integers
case eGL_UNSIGNED_INT:
case eGL_BOOL: gl.glGetUniformuiv(progSrc, srcLocation, uiv); break;
case eGL_BOOL:
case eGL_UNSIGNED_INT_VEC2:
case eGL_BOOL_VEC2: gl.glGetUniformuiv(progSrc, srcLocation, uiv); break;
case eGL_BOOL_VEC2:
case eGL_UNSIGNED_INT_VEC3:
case eGL_BOOL_VEC3: gl.glGetUniformuiv(progSrc, srcLocation, uiv); break;
case eGL_BOOL_VEC3:
case eGL_UNSIGNED_INT_VEC4:
case eGL_BOOL_VEC4: gl.glGetUniformuiv(progSrc, srcLocation, uiv); break;
default: RDCERR("Unhandled uniform type '%s'", ToStr(type).c_str());
}
}
}
if(CheckConstParam(SerialiseUniforms) && ser)
ser->Serialise("data", dv);
// now find how many UBOs we have, and store their binding indices
GLint numUBOs = 0;
gl.glGetProgramInterfaceiv(progSrc, eGL_UNIFORM_BLOCK, eGL_ACTIVE_RESOURCES, &numUBOs);
if(CheckConstParam(WriteDestProgram) && IsReplayMode(state))
serialisedUniforms.UBOBindings.reserve(numUBOs);
for(GLint i = 0; i < numUBOs; i++)
{
GLenum prop = eGL_BUFFER_BINDING;
uint32_t bind = 0;
gl.glGetProgramResourceiv(progSrc, eGL_UNIFORM_BLOCK, i, 1, &prop, 1, NULL, (GLint *)&bind);
char n[1024] = {0};
gl.glGetProgramResourceName(progSrc, eGL_UNIFORM_BLOCK, i, 1023, NULL, n);
serialisedUniforms.UBOBindings.push_back(ProgramBinding(n, bind));
}
// finally, if SSBOs are supported on this implementation, fetch their bindings
GLint numSSBOs = 0;
if(HasExt[ARB_shader_storage_buffer_object])
gl.glGetProgramInterfaceiv(progSrc, eGL_SHADER_STORAGE_BLOCK, eGL_ACTIVE_RESOURCES, &numSSBOs);
serialisedUniforms.SSBOBindings.reserve(numSSBOs);
for(GLint i = 0; i < numSSBOs; i++)
{
GLenum prop = eGL_BUFFER_BINDING;
uint32_t bind = 0;
gl.glGetProgramResourceiv(progSrc, eGL_SHADER_STORAGE_BLOCK, i, 1, &prop, 1, NULL,
(GLint *)&bind);
char n[1024] = {0};
gl.glGetProgramResourceName(progSrc, eGL_SHADER_STORAGE_BLOCK, i, 1023, NULL, n);
serialisedUniforms.SSBOBindings.push_back(ProgramBinding(n, bind));
}
}
// now serialise all the bindings if we are serialising
if(CheckConstParam(SerialiseUniforms) && ser)
{
ser->Serialise("ProgramUniforms", serialisedUniforms);
}
// if we are writing to a destination program and replaying, then apply the stored data from
// serialisedUniforms
if(CheckConstParam(WriteDestProgram) && IsReplayMode(state))
{
// loop over the loose global uniforms, see if there is an equivalent, and apply it.
for(const ProgramUniform &uniform : serialisedUniforms.ValueUniforms)
{
for(size_t arr = 0; arr < uniform.Values.size(); arr++)
{
switch(type)
const ProgramUniformValue &val = uniform.Values[arr];
std::string name = uniform.Basename;
if(uniform.IsArray)
name += StringFormat::Fmt("[%u]", (uint32_t)arr);
GLint dstLocation = gl.glGetUniformLocation(progDst, name.c_str());
if(locTranslate)
(*locTranslate)[val.Location] = dstLocation;
// don't try and apply the uniform if the new location is -1
if(dstLocation == -1)
continue;
const double *dv = val.data.dval;
const float *fv = val.data.fval;
const int32_t *iv = val.data.ival;
const uint32_t *uiv = val.data.uval;
// call the appropriate function to apply the data to the destination program
switch(val.Type)
{
case eGL_FLOAT_MAT4: gl.glProgramUniformMatrix4fv(progDst, newloc, 1, false, fv); break;
case eGL_FLOAT_MAT4:
gl.glProgramUniformMatrix4fv(progDst, dstLocation, 1, false, fv);
break;
case eGL_FLOAT_MAT4x3:
gl.glProgramUniformMatrix4x3fv(progDst, newloc, 1, false, fv);
gl.glProgramUniformMatrix4x3fv(progDst, dstLocation, 1, false, fv);
break;
case eGL_FLOAT_MAT4x2:
gl.glProgramUniformMatrix4x2fv(progDst, newloc, 1, false, fv);
gl.glProgramUniformMatrix4x2fv(progDst, dstLocation, 1, false, fv);
break;
case eGL_FLOAT_MAT3:
gl.glProgramUniformMatrix3fv(progDst, dstLocation, 1, false, fv);
break;
case eGL_FLOAT_MAT3: gl.glProgramUniformMatrix3fv(progDst, newloc, 1, false, fv); break;
case eGL_FLOAT_MAT3x4:
gl.glProgramUniformMatrix3x4fv(progDst, newloc, 1, false, fv);
gl.glProgramUniformMatrix3x4fv(progDst, dstLocation, 1, false, fv);
break;
case eGL_FLOAT_MAT3x2:
gl.glProgramUniformMatrix3x2fv(progDst, newloc, 1, false, fv);
gl.glProgramUniformMatrix3x2fv(progDst, dstLocation, 1, false, fv);
break;
case eGL_FLOAT_MAT2:
gl.glProgramUniformMatrix2fv(progDst, dstLocation, 1, false, fv);
break;
case eGL_FLOAT_MAT2: gl.glProgramUniformMatrix2fv(progDst, newloc, 1, false, fv); break;
case eGL_FLOAT_MAT2x4:
gl.glProgramUniformMatrix2x4fv(progDst, newloc, 1, false, fv);
gl.glProgramUniformMatrix2x4fv(progDst, dstLocation, 1, false, fv);
break;
case eGL_FLOAT_MAT2x3:
gl.glProgramUniformMatrix2x3fv(progDst, newloc, 1, false, fv);
gl.glProgramUniformMatrix2x3fv(progDst, dstLocation, 1, false, fv);
break;
case eGL_DOUBLE_MAT4:
gl.glProgramUniformMatrix4dv(progDst, dstLocation, 1, false, dv);
break;
case eGL_DOUBLE_MAT4: gl.glProgramUniformMatrix4dv(progDst, newloc, 1, false, dv); break;
case eGL_DOUBLE_MAT4x3:
gl.glProgramUniformMatrix4x3dv(progDst, newloc, 1, false, dv);
gl.glProgramUniformMatrix4x3dv(progDst, dstLocation, 1, false, dv);
break;
case eGL_DOUBLE_MAT4x2:
gl.glProgramUniformMatrix4x2dv(progDst, newloc, 1, false, dv);
gl.glProgramUniformMatrix4x2dv(progDst, dstLocation, 1, false, dv);
break;
case eGL_DOUBLE_MAT3:
gl.glProgramUniformMatrix3dv(progDst, dstLocation, 1, false, dv);
break;
case eGL_DOUBLE_MAT3: gl.glProgramUniformMatrix3dv(progDst, newloc, 1, false, dv); break;
case eGL_DOUBLE_MAT3x4:
gl.glProgramUniformMatrix3x4dv(progDst, newloc, 1, false, dv);
gl.glProgramUniformMatrix3x4dv(progDst, dstLocation, 1, false, dv);
break;
case eGL_DOUBLE_MAT3x2:
gl.glProgramUniformMatrix3x2dv(progDst, newloc, 1, false, dv);
gl.glProgramUniformMatrix3x2dv(progDst, dstLocation, 1, false, dv);
break;
case eGL_DOUBLE_MAT2:
gl.glProgramUniformMatrix2dv(progDst, dstLocation, 1, false, dv);
break;
case eGL_DOUBLE_MAT2: gl.glProgramUniformMatrix2dv(progDst, newloc, 1, false, dv); break;
case eGL_DOUBLE_MAT2x4:
gl.glProgramUniformMatrix2x4dv(progDst, newloc, 1, false, dv);
gl.glProgramUniformMatrix2x4dv(progDst, dstLocation, 1, false, dv);
break;
case eGL_DOUBLE_MAT2x3:
gl.glProgramUniformMatrix2x3dv(progDst, newloc, 1, false, dv);
gl.glProgramUniformMatrix2x3dv(progDst, dstLocation, 1, false, dv);
break;
case eGL_FLOAT: gl.glProgramUniform1fv(progDst, newloc, 1, fv); break;
case eGL_FLOAT_VEC2: gl.glProgramUniform2fv(progDst, newloc, 1, fv); break;
case eGL_FLOAT_VEC3: gl.glProgramUniform3fv(progDst, newloc, 1, fv); break;
case eGL_FLOAT_VEC4: gl.glProgramUniform4fv(progDst, newloc, 1, fv); break;
case eGL_DOUBLE: gl.glProgramUniform1dv(progDst, newloc, 1, dv); break;
case eGL_DOUBLE_VEC2: gl.glProgramUniform2dv(progDst, newloc, 1, dv); break;
case eGL_DOUBLE_VEC3: gl.glProgramUniform3dv(progDst, newloc, 1, dv); break;
case eGL_FLOAT: gl.glProgramUniform1fv(progDst, dstLocation, 1, fv); break;
case eGL_FLOAT_VEC2: gl.glProgramUniform2fv(progDst, dstLocation, 1, fv); break;
case eGL_FLOAT_VEC3: gl.glProgramUniform3fv(progDst, dstLocation, 1, fv); break;
case eGL_FLOAT_VEC4: gl.glProgramUniform4fv(progDst, dstLocation, 1, fv); break;
case eGL_DOUBLE: gl.glProgramUniform1dv(progDst, dstLocation, 1, dv); break;
case eGL_DOUBLE_VEC2: gl.glProgramUniform2dv(progDst, dstLocation, 1, dv); break;
case eGL_DOUBLE_VEC3: gl.glProgramUniform3dv(progDst, dstLocation, 1, dv); break;
case eGL_DOUBLE_VEC4:
gl.glProgramUniform4dv(progDst, newloc, 1, dv);
gl.glProgramUniform4dv(progDst, dstLocation, 1, dv);
break;
// treat all samplers as just an int (since they just store their binding value)
@@ -417,99 +724,40 @@ static void ForAllProgramUniforms(SerialiserType *ser, CaptureState state, const
case eGL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE:
case eGL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE_ARRAY:
case eGL_UNSIGNED_INT_ATOMIC_COUNTER:
case eGL_INT: gl.glProgramUniform1iv(progDst, newloc, 1, iv); break;
case eGL_INT_VEC2: gl.glProgramUniform2iv(progDst, newloc, 1, iv); break;
case eGL_INT_VEC3: gl.glProgramUniform3iv(progDst, newloc, 1, iv); break;
case eGL_INT_VEC4: gl.glProgramUniform4iv(progDst, newloc, 1, iv); break;
case eGL_INT: gl.glProgramUniform1iv(progDst, dstLocation, 1, iv); break;
case eGL_INT_VEC2: gl.glProgramUniform2iv(progDst, dstLocation, 1, iv); break;
case eGL_INT_VEC3: gl.glProgramUniform3iv(progDst, dstLocation, 1, iv); break;
case eGL_INT_VEC4: gl.glProgramUniform4iv(progDst, dstLocation, 1, iv); break;
case eGL_UNSIGNED_INT:
case eGL_BOOL: gl.glProgramUniform1uiv(progDst, newloc, 1, uiv); break;
case eGL_BOOL: gl.glProgramUniform1uiv(progDst, dstLocation, 1, uiv); break;
case eGL_UNSIGNED_INT_VEC2:
case eGL_BOOL_VEC2: gl.glProgramUniform2uiv(progDst, newloc, 1, uiv); break;
case eGL_BOOL_VEC2: gl.glProgramUniform2uiv(progDst, dstLocation, 1, uiv); break;
case eGL_UNSIGNED_INT_VEC3:
case eGL_BOOL_VEC3: gl.glProgramUniform3uiv(progDst, newloc, 1, uiv); break;
case eGL_BOOL_VEC3: gl.glProgramUniform3uiv(progDst, dstLocation, 1, uiv); break;
case eGL_UNSIGNED_INT_VEC4:
case eGL_BOOL_VEC4: gl.glProgramUniform4uiv(progDst, newloc, 1, uiv); break;
default: RDCERR("Unhandled uniform type '%s'", ToStr(type).c_str());
case eGL_BOOL_VEC4: gl.glProgramUniform4uiv(progDst, dstLocation, 1, uiv); break;
default: RDCERR("Unhandled uniform type '%s'", ToStr(val.Type).c_str());
}
}
}
}
GLint numUBOs = 0;
if(CheckConstParam(ReadSourceProgram))
gl.glGetProgramInterfaceiv(progSrc, eGL_UNIFORM_BLOCK, eGL_ACTIVE_RESOURCES, &numUBOs);
if(CheckConstParam(SerialiseUniforms) && ser)
ser->Serialise("numUBOs", numUBOs);
for(GLint i = 0; i < numUBOs; i++)
{
GLenum prop = eGL_BUFFER_BINDING;
uint32_t bind = 0;
string name;
if(CheckConstParam(ReadSourceProgram))
// apply UBO bindings
for(const ProgramBinding &bind : serialisedUniforms.UBOBindings)
{
gl.glGetProgramResourceiv(progSrc, eGL_UNIFORM_BLOCK, i, 1, &prop, 1, NULL, (GLint *)&bind);
char n[1024] = {0};
gl.glGetProgramResourceName(progSrc, eGL_UNIFORM_BLOCK, i, 1023, NULL, n);
name = n;
}
if(CheckConstParam(SerialiseUniforms) && ser)
{
ser->Serialise("bind", bind);
ser->Serialise("name", name);
}
if(CheckConstParam(WriteDestProgram) && IsReplayMode(state))
{
GLuint idx = gl.glGetUniformBlockIndex(progDst, name.c_str());
GLuint idx = gl.glGetUniformBlockIndex(progDst, bind.Name.c_str());
if(idx != GL_INVALID_INDEX)
gl.glUniformBlockBinding(progDst, idx, bind);
}
}
GLint numSSBOs = 0;
if(CheckConstParam(ReadSourceProgram) && HasExt[ARB_shader_storage_buffer_object])
gl.glGetProgramInterfaceiv(progSrc, eGL_SHADER_STORAGE_BLOCK, eGL_ACTIVE_RESOURCES, &numSSBOs);
if(CheckConstParam(SerialiseUniforms) && ser)
ser->Serialise("numSSBOs", numSSBOs);
for(GLint i = 0; i < numSSBOs; i++)
{
GLenum prop = eGL_BUFFER_BINDING;
uint32_t bind = 0;
string name;
if(CheckConstParam(ReadSourceProgram))
{
gl.glGetProgramResourceiv(progSrc, eGL_SHADER_STORAGE_BLOCK, i, 1, &prop, 1, NULL,
(GLint *)&bind);
char n[1024] = {0};
gl.glGetProgramResourceName(progSrc, eGL_SHADER_STORAGE_BLOCK, i, 1023, NULL, n);
name = n;
gl.glUniformBlockBinding(progDst, idx, bind.Binding);
}
if(CheckConstParam(SerialiseUniforms) && ser)
// apply SSBO bindings
for(const ProgramBinding &bind : serialisedUniforms.SSBOBindings)
{
ser->Serialise("bind", bind);
ser->Serialise("name", name);
}
if(CheckConstParam(WriteDestProgram) && IsReplayMode(state))
{
GLuint idx = gl.glGetProgramResourceIndex(progDst, eGL_SHADER_STORAGE_BLOCK, name.c_str());
GLuint idx = gl.glGetProgramResourceIndex(progDst, eGL_SHADER_STORAGE_BLOCK, bind.Name.c_str());
if(idx != GL_INVALID_INDEX)
{
if(gl.glShaderStorageBlockBinding)
{
gl.glShaderStorageBlockBinding(progDst, i, bind);
gl.glShaderStorageBlockBinding(progDst, idx, bind.Binding);
}
else
{
@@ -608,68 +856,85 @@ void SerialiseProgramBindings(SerialiserType &ser, CaptureState state, const GLH
{
char Name[128] = {0};
for(int sigType = 0; sigType < 2; sigType++)
std::vector<ProgramBinding> InputBindings;
std::vector<ProgramBinding> OutputBindings;
if(ser.IsWriting())
{
GLenum sigEnum = (sigType == 0 ? eGL_PROGRAM_INPUT : eGL_PROGRAM_OUTPUT);
char buf[128] = {};
uint64_t used = 0;
int32_t NumAttributes = 0;
if(ser.IsWriting())
gl.glGetProgramInterfaceiv(prog, sigEnum, eGL_ACTIVE_RESOURCES, (GLint *)&NumAttributes);
SERIALISE_ELEMENT(NumAttributes);
for(GLint i = 0; i < NumAttributes; i++)
for(int sigType = 0; sigType < 2; sigType++)
{
int32_t Location = -1;
GLenum sigEnum = (sigType == 0 ? eGL_PROGRAM_INPUT : eGL_PROGRAM_OUTPUT);
std::vector<ProgramBinding> &bindings = (sigType == 0 ? InputBindings : OutputBindings);
if(ser.IsWriting())
int32_t NumAttributes = 0;
gl.glGetProgramInterfaceiv(prog, sigEnum, eGL_ACTIVE_RESOURCES, (GLint *)&NumAttributes);
bindings.reserve(NumAttributes);
for(GLint i = 0; i < NumAttributes; i++)
{
gl.glGetProgramResourceName(prog, sigEnum, i, 128, NULL, Name);
gl.glGetProgramResourceName(prog, sigEnum, i, 128, NULL, buf);
ProgramBinding bind;
bind.Name = buf;
if(sigType == 0)
Location = gl.glGetAttribLocation(prog, Name);
bind.Binding = gl.glGetAttribLocation(prog, buf);
else
Location = gl.glGetFragDataLocation(prog, Name);
bind.Binding = gl.glGetFragDataLocation(prog, buf);
bindings.push_back(bind);
}
}
}
SERIALISE_ELEMENT(Name);
SERIALISE_ELEMENT(Location);
SERIALISE_ELEMENT(InputBindings);
SERIALISE_ELEMENT(OutputBindings);
if(ser.IsReading() && IsReplayMode(state) && Location >= 0)
if(ser.IsReading() && IsReplayMode(state))
{
for(int sigType = 0; sigType < 2; sigType++)
{
const std::vector<ProgramBinding> &bindings = (sigType == 0 ? InputBindings : OutputBindings);
uint64_t used = 0;
for(const ProgramBinding &bind : bindings)
{
uint64_t mask = 1ULL << Location;
if(used & mask)
if(bind.Binding >= 0)
{
RDCWARN("Multiple %s items bound to location %d, ignoring %s",
sigType == 0 ? "attrib" : "fragdata", Location, Name);
continue;
}
uint64_t mask = 1ULL << bind.Binding;
used |= mask;
if(!strncmp("gl_", Name, 3))
continue; // GL_INVALID_OPERATION if name starts with reserved gl_ prefix (for both
// glBindAttribLocation and glBindFragDataLocation)
if(sigType == 0)
{
gl.glBindAttribLocation(prog, (GLuint)Location, Name);
}
else
{
if(gl.glBindFragDataLocation)
if(used & mask)
{
gl.glBindFragDataLocation(prog, (GLuint)Location, Name);
RDCWARN("Multiple %s items bound to location %d, ignoring %s",
sigType == 0 ? "attrib" : "fragdata", bind.Binding, bind.Name.c_str());
continue;
}
used |= mask;
if(!strncmp("gl_", bind.Name.c_str(), 3))
continue; // GL_INVALID_OPERATION if name starts with reserved gl_ prefix (for both
// glBindAttribLocation and glBindFragDataLocation)
if(sigType == 0)
{
gl.glBindAttribLocation(prog, (GLuint)bind.Binding, bind.Name.c_str());
}
else
{
// glBindFragDataLocation is not core GLES, but it is in GL_EXT_blend_func_extended
// TODO what to do if that extension is not supported
RDCERR("glBindFragDataLocation is not supported!");
if(gl.glBindFragDataLocation)
{
gl.glBindFragDataLocation(prog, (GLuint)bind.Binding, bind.Name.c_str());
}
else
{
// glBindFragDataLocation is not core GLES, but it is in GL_EXT_blend_func_extended
// TODO what to do if that extension is not supported
RDCERR("glBindFragDataLocation is not supported!");
}
}
}
}