Retrieve details of UBOs and variables inside them

This commit is contained in:
Baldur Karlsson
2014-07-28 16:21:08 +01:00
parent a728f3289b
commit 4e145925d1
+294 -35
View File
@@ -571,12 +571,14 @@ ShaderReflection *GLReplay::GetShader(ResourceId id)
MakeCurrentReplayContext(&m_ReplayCtx);
// TODO this shouldn't be tied to the current program
// This is only really needed to fill the latest sampler uniform values,
// which could potentially be done instead in SavePipelineState?
GLuint curProg = 0;
gl.glGetIntegerv(eGL_CURRENT_PROGRAM, (GLint*)&curProg);
void *ctx = m_ReplayCtx.ctx;
auto &progDetails = m_pDriver->m_Programs[m_pDriver->GetResourceManager()->GetID(ProgramRes(ctx, curProg))];
auto &shaderDetails = m_pDriver->m_Shaders[id];
auto &refl = shaderDetails.reflection;
@@ -601,12 +603,12 @@ ShaderReflection *GLReplay::GetShader(ResourceId id)
GLint numUniforms = 0;
gl.glGetProgramInterfaceiv(curProg, eGL_UNIFORM, eGL_ACTIVE_RESOURCES, &numUniforms);
const size_t numProps = 6;
const size_t numProps = 7;
GLenum resProps[numProps] = {
eGL_REFERENCED_BY_VERTEX_SHADER,
eGL_TYPE, eGL_NAME_LENGTH, eGL_LOCATION, eGL_BLOCK_INDEX, eGL_ARRAY_SIZE,
eGL_TYPE, eGL_NAME_LENGTH, eGL_LOCATION, eGL_BLOCK_INDEX, eGL_ARRAY_SIZE, eGL_OFFSET,
};
if(shaderDetails.type == eGL_VERTEX_SHADER) resProps[0] = eGL_REFERENCED_BY_VERTEX_SHADER;
@@ -627,32 +629,214 @@ ShaderReflection *GLReplay::GetShader(ResourceId id)
ShaderResource res;
res.IsSampler = false; // no separate sampler objects in GL
res.IsSRV = true;
res.IsTexture = true;
res.IsUAV = false;
res.variableType.descriptor.rows = 1;
res.variableType.descriptor.cols = 4;
res.variableType.descriptor.elements = 1;
if(values[1] == GL_SAMPLER_2D)
// float samplers
if(values[1] == GL_SAMPLER_BUFFER)
{
res.resType = eResType_Buffer;
res.variableType.descriptor.name = "samplerBuffer";
}
else if(values[1] == GL_SAMPLER_1D)
{
res.resType = eResType_Texture1D;
res.variableType.descriptor.name = "sampler1D";
}
else if(values[1] == GL_SAMPLER_1D_ARRAY)
{
res.resType = eResType_Texture1DArray;
res.variableType.descriptor.name = "sampler1DArray";
}
else if(values[1] == GL_SAMPLER_1D_SHADOW)
{
res.resType = eResType_Texture1D;
res.variableType.descriptor.name = "sampler1DShadow";
}
else if(values[1] == GL_SAMPLER_1D_ARRAY_SHADOW)
{
res.resType = eResType_Texture1DArray;
res.variableType.descriptor.name = "sampler1DArrayShadow";
}
else if(values[1] == GL_SAMPLER_2D)
{
res.IsSRV = true;
res.IsTexture = true;
res.IsUAV = false;
res.resType = eResType_Texture2D;
res.variableType.descriptor.name = "sampler2D";
res.variableType.descriptor.rows = 1;
res.variableType.descriptor.cols = 4;
res.variableType.descriptor.elements = 1;
}
else if(values[1] == GL_SAMPLER_2D_ARRAY)
{
res.resType = eResType_Texture2DArray;
res.variableType.descriptor.name = "sampler2DArray";
}
else if(values[1] == GL_SAMPLER_2D_SHADOW)
{
res.resType = eResType_Texture2D;
res.variableType.descriptor.name = "sampler2DShadow";
}
else if(values[1] == GL_SAMPLER_2D_ARRAY_SHADOW)
{
res.resType = eResType_Texture2DArray;
res.variableType.descriptor.name = "sampler2DArrayShadow";
}
else if(values[1] == GL_SAMPLER_2D_RECT)
{
res.resType = eResType_Texture2D;
res.variableType.descriptor.name = "sampler2DRect";
}
else if(values[1] == GL_SAMPLER_2D_RECT_SHADOW)
{
res.resType = eResType_Texture2D;
res.variableType.descriptor.name = "sampler2DRectShadow";
}
else if(values[1] == GL_SAMPLER_3D)
{
res.resType = eResType_Texture3D;
res.variableType.descriptor.name = "sampler3D";
}
else if(values[1] == GL_SAMPLER_CUBE)
{
res.resType = eResType_TextureCube;
res.variableType.descriptor.name = "samplerCube";
}
else if(values[1] == GL_SAMPLER_CUBE_SHADOW)
{
res.resType = eResType_TextureCube;
res.variableType.descriptor.name = "samplerCubeShadow";
}
else if(values[1] == GL_SAMPLER_CUBE_MAP_ARRAY)
{
res.resType = eResType_TextureCubeArray;
res.variableType.descriptor.name = "samplerCubeArray";
}
else if(values[1] == GL_SAMPLER_2D_MULTISAMPLE)
{
res.resType = eResType_Texture2DMS;
res.variableType.descriptor.name = "sampler2DMS";
}
else if(values[1] == GL_SAMPLER_2D_MULTISAMPLE_ARRAY)
{
res.resType = eResType_Texture2DMSArray;
res.variableType.descriptor.name = "sampler2DMSArray";
}
// int samplers
else if(values[1] == GL_INT_SAMPLER_BUFFER)
{
res.resType = eResType_Buffer;
res.variableType.descriptor.name = "samplerBuffer";
}
else if(values[1] == GL_INT_SAMPLER_1D)
{
res.IsSRV = true;
res.IsTexture = true;
res.IsUAV = false;
res.resType = eResType_Texture1D;
res.variableType.descriptor.name = "isampler1D";
res.variableType.descriptor.rows = 1;
res.variableType.descriptor.cols = 4;
res.variableType.descriptor.elements = 1;
res.variableType.descriptor.name = "sampler1D";
}
else if(values[1] == GL_INT_SAMPLER_1D_ARRAY)
{
res.resType = eResType_Texture1DArray;
res.variableType.descriptor.name = "sampler1DArray";
}
else if(values[1] == GL_INT_SAMPLER_2D)
{
res.resType = eResType_Texture2D;
res.variableType.descriptor.name = "sampler2D";
}
else if(values[1] == GL_INT_SAMPLER_2D_ARRAY)
{
res.resType = eResType_Texture2DArray;
res.variableType.descriptor.name = "sampler2DArray";
}
else if(values[1] == GL_INT_SAMPLER_2D_RECT)
{
res.resType = eResType_Texture2D;
res.variableType.descriptor.name = "sampler2DRect";
}
else if(values[1] == GL_INT_SAMPLER_3D)
{
res.resType = eResType_Texture3D;
res.variableType.descriptor.name = "sampler3D";
}
else if(values[1] == GL_INT_SAMPLER_CUBE)
{
res.resType = eResType_TextureCube;
res.variableType.descriptor.name = "samplerCube";
}
else if(values[1] == GL_INT_SAMPLER_CUBE_MAP_ARRAY)
{
res.resType = eResType_TextureCubeArray;
res.variableType.descriptor.name = "samplerCubeArray";
}
else if(values[1] == GL_INT_SAMPLER_2D_MULTISAMPLE)
{
res.resType = eResType_Texture2DMS;
res.variableType.descriptor.name = "sampler2DMS";
}
else if(values[1] == GL_INT_SAMPLER_2D_MULTISAMPLE_ARRAY)
{
res.resType = eResType_Texture2DMSArray;
res.variableType.descriptor.name = "sampler2DMSArray";
}
// unsigned int samplers
else if(values[1] == GL_UNSIGNED_INT_SAMPLER_BUFFER)
{
res.resType = eResType_Buffer;
res.variableType.descriptor.name = "samplerBuffer";
}
else if(values[1] == GL_UNSIGNED_INT_SAMPLER_1D)
{
res.resType = eResType_Texture1D;
res.variableType.descriptor.name = "sampler1D";
}
else if(values[1] == GL_UNSIGNED_INT_SAMPLER_1D_ARRAY)
{
res.resType = eResType_Texture1DArray;
res.variableType.descriptor.name = "sampler1DArray";
}
else if(values[1] == GL_UNSIGNED_INT_SAMPLER_2D)
{
res.resType = eResType_Texture2D;
res.variableType.descriptor.name = "sampler2D";
}
else if(values[1] == GL_UNSIGNED_INT_SAMPLER_2D_ARRAY)
{
res.resType = eResType_Texture2DArray;
res.variableType.descriptor.name = "sampler2DArray";
}
else if(values[1] == GL_UNSIGNED_INT_SAMPLER_2D_RECT)
{
res.resType = eResType_Texture2D;
res.variableType.descriptor.name = "sampler2DRect";
}
else if(values[1] == GL_UNSIGNED_INT_SAMPLER_3D)
{
res.resType = eResType_Texture3D;
res.variableType.descriptor.name = "sampler3D";
}
else if(values[1] == GL_UNSIGNED_INT_SAMPLER_CUBE)
{
res.resType = eResType_TextureCube;
res.variableType.descriptor.name = "samplerCube";
}
else if(values[1] == GL_UNSIGNED_INT_SAMPLER_CUBE_MAP_ARRAY)
{
res.resType = eResType_TextureCubeArray;
res.variableType.descriptor.name = "samplerCubeArray";
}
else if(values[1] == GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE)
{
res.resType = eResType_Texture2DMS;
res.variableType.descriptor.name = "sampler2DMS";
}
else if(values[1] == GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY)
{
res.resType = eResType_Texture2DMSArray;
res.variableType.descriptor.name = "sampler2DMSArray";
}
else
{
// fill in more sampler types
// not a sampler
continue;
}
@@ -668,23 +852,50 @@ ShaderReflection *GLReplay::GetShader(ResourceId id)
refl.Resources = resources;
vector<ShaderConstant> globalUniforms;
GLint numUBOs = 0;
vector<string> uboNames;
vector<bool> uboUsed;
vector<ShaderConstant> *ubos = NULL;
{
gl.glGetProgramInterfaceiv(curProg, eGL_UNIFORM_BLOCK, eGL_ACTIVE_RESOURCES, &numUBOs);
ubos = new vector<ShaderConstant>[numUBOs];
uboNames.resize(numUBOs);
uboUsed.resize(numUBOs);
for(GLint u=0; u < numUBOs; u++)
{
const size_t propnum = 2;
GLenum UBOResProps[propnum] = {
resProps[0], eGL_NAME_LENGTH,
};
GLint UBOValues[propnum];
gl.glGetProgramResourceiv(curProg, eGL_UNIFORM_BLOCK, u, propnum, UBOResProps, propnum, NULL, UBOValues);
// skip if unused by this stage
if(UBOValues[0] == GL_FALSE)
continue;
char *nm = new char[UBOValues[1]+1];
gl.glGetProgramResourceName(curProg, eGL_UNIFORM_BLOCK, u, UBOValues[1]+1, NULL, nm);
uboNames[u] = nm;
delete[] nm;
uboUsed[u] = true;
}
}
for(GLint u=0; u < numUniforms; u++)
{
GLint values[numProps];
gl.glGetProgramResourceiv(curProg, eGL_UNIFORM, u, numProps, resProps, numProps, NULL, values);
// skip if unused by this stage
if(values[0] == GL_FALSE)
// skip if global and unused by this stage, or if a UBO that is unused by this stage
if(values[0] == GL_FALSE && (values[4] == -1 || !uboUsed[ values[4] ]))
continue;
// don't look at block uniforms just yet
if(values[4] != -1)
{
GLNOTIMP("Not fetching uniforms in UBOs (should become their own ConstantBlocks)");
continue;
}
ShaderConstant var;
if(values[1] == GL_FLOAT_VEC4)
@@ -692,21 +903,28 @@ ShaderReflection *GLReplay::GetShader(ResourceId id)
var.type.descriptor.name = "vec4";
var.type.descriptor.rows = 1;
var.type.descriptor.cols = 4;
var.type.descriptor.elements = values[5];
var.type.descriptor.elements = RDCMAX(1, values[5]);
}
else if(values[1] == GL_FLOAT_VEC3)
{
var.type.descriptor.name = "vec3";
var.type.descriptor.rows = 1;
var.type.descriptor.cols = 3;
var.type.descriptor.elements = values[5];
var.type.descriptor.elements = RDCMAX(1, values[5]);
}
else if(values[1] == GL_FLOAT_MAT4)
{
var.type.descriptor.name = "mat4";
var.type.descriptor.rows = 4;
var.type.descriptor.cols = 4;
var.type.descriptor.elements = values[5];
var.type.descriptor.elements = RDCMAX(1, values[5]);
}
else if(values[1] == GL_UNSIGNED_INT_VEC4)
{
var.type.descriptor.name = "uvec4";
var.type.descriptor.rows = 1;
var.type.descriptor.cols = 4;
var.type.descriptor.elements = RDCMAX(1, values[5]);
}
else
{
@@ -714,22 +932,63 @@ ShaderReflection *GLReplay::GetShader(ResourceId id)
continue;
}
var.reg.vec = values[3];
var.reg.comp = 0;
var.reg.vec = values[6] / 16;
var.reg.comp = (values[6] / 4) % 4;
create_array_uninit(var.name, values[2]+1);
gl.glGetProgramResourceName(curProg, eGL_UNIFORM, u, values[2]+1, NULL, var.name.elems);
var.name.count--; // trim off trailing null
int32_t c = var.name.count;
// trim off trailing [0] if it's an array
if(values[5] > 1 && var.name[c-3] == '[' && var.name[c-2] == '0' && var.name[c-1] == ']')
var.name.count -= 3;
if(strchr(var.name.elems, '.'))
{
GLNOTIMP("Variable contains . - structure not reconstructed");
}
vector<ShaderConstant> *UBO = &globalUniforms;
globalUniforms.push_back(var);
// don't look at block uniforms just yet
if(values[4] != -1)
{
RDCASSERT(values[4] < numUBOs);
UBO = &ubos[ values[4] ];
}
UBO->push_back(var);
}
vector<ConstantBlock> cbuffers;
if(ubos)
{
cbuffers.reserve(numUBOs + (globalUniforms.empty() ? 0 : 1));
for(int i=0; i < numUBOs; i++)
{
if(!ubos[i].empty())
{
struct ubo_offset_sort
{
bool operator() (const ShaderConstant &a, const ShaderConstant &b)
{ if(a.reg.vec == b.reg.vec) return a.reg.comp < b.reg.comp; else return a.reg.vec < b.reg.vec; }
};
ConstantBlock cblock;
cblock.name = uboNames[i];
cblock.bufferAddress = i;
std::sort(ubos[i].begin(), ubos[i].end(), ubo_offset_sort());
cblock.variables = ubos[i];
cbuffers.push_back(cblock);
}
}
}
if(!globalUniforms.empty())
{
@@ -741,8 +1000,8 @@ ShaderReflection *GLReplay::GetShader(ResourceId id)
cbuffers.push_back(globals);
}
// here we would iterate over UNIFORM_BLOCKs or similar
delete[] ubos;
// TODO: fill in Interfaces with shader subroutines?
// TODO: find a way of generating input/output signature.
// The only way I can think of doing this is to generate separable programs for each