Separate out functions that iterate over all bindings in a program

This commit is contained in:
baldurk
2017-11-24 18:14:24 +00:00
parent 2651ef3185
commit 5ff440ab28
7 changed files with 701 additions and 744 deletions
+1
View File
@@ -17,6 +17,7 @@ set(sources
gl_replay.h
gl_resources.cpp
gl_resources.h
gl_program_iterate.cpp
gl_shader_refl.cpp
gl_shader_refl.h
gl_stringise.cpp
-737
View File
@@ -1930,743 +1930,6 @@ Topology MakePrimitiveTopology(const GLHookSet &gl, GLenum Topo)
}
}
// bit of a hack, to work around C4127: conditional expression is constant
// on template parameters
template <typename T>
T CheckConstParam(T t);
template <>
bool CheckConstParam(bool t)
{
return t;
}
template <const bool CopyUniforms, const bool SerialiseUniforms, typename SerialiserType>
static void ForAllProgramUniforms(SerialiserType *ser, CaptureState state, const GLHookSet &gl,
GLuint progSrc, GLuint progDst, map<GLint, GLint> *locTranslate)
{
const bool ReadSourceProgram = CopyUniforms || (SerialiseUniforms && ser && ser->IsWriting());
const bool WriteDestProgram = CopyUniforms || (SerialiseUniforms && ser && ser->IsReading());
RDCCOMPILE_ASSERT((CopyUniforms && !SerialiseUniforms) || (!CopyUniforms && SerialiseUniforms),
"Invalid call to ForAllProgramUniforms");
GLint NumUniforms = 0;
if(CheckConstParam(ReadSourceProgram))
gl.glGetProgramInterfaceiv(progSrc, eGL_UNIFORM, eGL_ACTIVE_RESOURCES, &NumUniforms);
if(CheckConstParam(SerialiseUniforms) && ser)
{
// get accurate count of uniforms not in UBOs
GLint numSerialised = 0;
if(ser->IsWriting())
{
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);
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;
type = (GLenum)values[1];
arraySize = values[3];
srcLocation = values[4];
char n[1024] = {0};
gl.glGetProgramResourceName(progSrc, eGL_UNIFORM, i, values[2], NULL, n);
if(arraySize > 1)
{
isArray = true;
size_t len = strlen(n);
if(n[len - 3] == '[' && n[len - 2] == '0' && n[len - 1] == ']')
n[len - 3] = 0;
}
else
{
arraySize = 1;
}
basename = n;
}
if(CheckConstParam(SerialiseUniforms) && ser)
{
ser->Serialise("type", type);
ser->Serialise("arraySize", arraySize);
ser->Serialise("basename", basename);
ser->Serialise("isArray", isArray);
}
double dv[16] = {};
float *fv = (float *)dv;
int32_t *iv = (int32_t *)dv;
uint32_t *uiv = (uint32_t *)dv;
for(GLint arr = 0; arr < arraySize; arr++)
{
string name = basename;
if(isArray)
{
name += StringFormat::Fmt("[%d]", arr);
if(CheckConstParam(ReadSourceProgram))
srcLocation = gl.glGetUniformLocation(progSrc, name.c_str());
}
if(CheckConstParam(SerialiseUniforms) && ser)
ser->Serialise("srcLocation", srcLocation);
GLint newloc = 0;
if(CheckConstParam(WriteDestProgram) && IsReplayMode(state))
{
newloc = gl.glGetUniformLocation(progDst, name.c_str());
if(locTranslate)
(*locTranslate)[srcLocation] = newloc;
}
if(CheckConstParam(CopyUniforms) && newloc == -1)
continue;
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_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_VEC4:
gl.glGetUniformdv(progSrc, srcLocation, dv);
break;
// treat all samplers as just an int (since they just store their binding value)
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: 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_UNSIGNED_INT:
case eGL_BOOL: gl.glGetUniformuiv(progSrc, srcLocation, uiv); break;
case eGL_UNSIGNED_INT_VEC2:
case eGL_BOOL_VEC2: gl.glGetUniformuiv(progSrc, srcLocation, uiv); break;
case eGL_UNSIGNED_INT_VEC3:
case eGL_BOOL_VEC3: gl.glGetUniformuiv(progSrc, srcLocation, uiv); break;
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);
if(CheckConstParam(WriteDestProgram) && IsReplayMode(state))
{
switch(type)
{
case eGL_FLOAT_MAT4: gl.glProgramUniformMatrix4fv(progDst, newloc, 1, false, fv); break;
case eGL_FLOAT_MAT4x3:
gl.glProgramUniformMatrix4x3fv(progDst, newloc, 1, false, fv);
break;
case eGL_FLOAT_MAT4x2:
gl.glProgramUniformMatrix4x2fv(progDst, newloc, 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);
break;
case eGL_FLOAT_MAT3x2:
gl.glProgramUniformMatrix3x2fv(progDst, newloc, 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);
break;
case eGL_FLOAT_MAT2x3:
gl.glProgramUniformMatrix2x3fv(progDst, newloc, 1, false, fv);
break;
case eGL_DOUBLE_MAT4: gl.glProgramUniformMatrix4dv(progDst, newloc, 1, false, dv); break;
case eGL_DOUBLE_MAT4x3:
gl.glProgramUniformMatrix4x3dv(progDst, newloc, 1, false, dv);
break;
case eGL_DOUBLE_MAT4x2:
gl.glProgramUniformMatrix4x2dv(progDst, newloc, 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);
break;
case eGL_DOUBLE_MAT3x2:
gl.glProgramUniformMatrix3x2dv(progDst, newloc, 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);
break;
case eGL_DOUBLE_MAT2x3:
gl.glProgramUniformMatrix2x3dv(progDst, newloc, 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_DOUBLE_VEC4:
gl.glProgramUniform4dv(progDst, newloc, 1, dv);
break;
// treat all samplers as just an int (since they just store their binding value)
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: 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_UNSIGNED_INT:
case eGL_BOOL: gl.glProgramUniform1uiv(progDst, newloc, 1, uiv); break;
case eGL_UNSIGNED_INT_VEC2:
case eGL_BOOL_VEC2: gl.glProgramUniform2uiv(progDst, newloc, 1, uiv); break;
case eGL_UNSIGNED_INT_VEC3:
case eGL_BOOL_VEC3: gl.glProgramUniform3uiv(progDst, newloc, 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());
}
}
}
}
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))
{
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());
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;
}
if(CheckConstParam(SerialiseUniforms) && ser)
{
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());
if(idx != GL_INVALID_INDEX)
{
if(gl.glShaderStorageBlockBinding)
{
gl.glShaderStorageBlockBinding(progDst, i, bind);
}
else
{
// TODO glShaderStorageBlockBinding is not core GLES
RDCERR("glShaderStorageBlockBinding is not supported!");
}
}
}
}
}
void CopyProgramUniforms(const GLHookSet &gl, GLuint progSrc, GLuint progDst)
{
const bool CopyUniforms = true;
const bool SerialiseUniforms = false;
ForAllProgramUniforms<CopyUniforms, SerialiseUniforms, ReadSerialiser>(
NULL, CaptureState::ActiveReplaying, gl, progSrc, progDst, NULL);
}
uint32_t GetUniformsSerialiseSize(const GLHookSet &gl, GLuint prog)
{
// we do this by hand rather than adding another path to ForAllProgramUniforms, since we can just
// make a conservative estimate on uniform size.
uint32_t ret = 0;
GLint NumUniforms = 0;
gl.glGetProgramInterfaceiv(prog, eGL_UNIFORM, eGL_ACTIVE_RESOURCES, &NumUniforms);
// number of serialised uniforms
ret += 4;
// we figure out the number of serialised uniforms since it could be drastically lower than the
// number of uniforms (think shaders with lots of uniforms in UBOs).
// get accurate count of uniforms not in UBOs
GLint numSerialised = 0;
for(GLint i = 0; i < NumUniforms; i++)
{
GLenum props[2] = {
eGL_BLOCK_INDEX, eGL_ARRAY_SIZE,
};
GLint values[2] = {0, 0};
gl.glGetProgramResourceiv(prog, eGL_UNIFORM, i, 2, props, 2, NULL, values);
if(values[0] >= 0)
continue;
ret += 8 + sizeof(double) * 16 * RDCMAX(1, values[1]);
numSerialised++;
}
// estimate 256 bytes of data per serialised global uniform not in a UBO. This is variable based
// on type and name length
ret += 256 * numSerialised;
// number of UBOs.
ret += 4;
GLint numUBOs = 0;
gl.glGetProgramInterfaceiv(prog, eGL_UNIFORM_BLOCK, eGL_ACTIVE_RESOURCES, &numUBOs);
// name + binding per UBO
ret += 128 * numUBOs;
// number of SSBOs.
ret += 4;
GLint numSSBOs = 0;
gl.glGetProgramInterfaceiv(prog, eGL_SHADER_STORAGE_BLOCK, eGL_ACTIVE_RESOURCES, &numSSBOs);
// name + binding per SSBO
ret += 128 * numSSBOs;
return ret;
}
template <typename SerialiserType>
void SerialiseProgramUniforms(SerialiserType &ser, CaptureState state, const GLHookSet &gl,
GLuint prog, map<GLint, GLint> *locTranslate)
{
const bool CopyUniforms = false;
const bool SerialiseUniforms = true;
ForAllProgramUniforms<CopyUniforms, SerialiseUniforms>(&ser, state, gl, prog, prog, locTranslate);
}
template void SerialiseProgramUniforms(ReadSerialiser &ser, CaptureState state, const GLHookSet &gl,
GLuint prog, map<GLint, GLint> *locTranslate);
template void SerialiseProgramUniforms(WriteSerialiser &ser, CaptureState state, const GLHookSet &gl,
GLuint prog, map<GLint, GLint> *locTranslate);
void CopyProgramAttribBindings(const GLHookSet &gl, GLuint progsrc, GLuint progdst,
ShaderReflection *refl)
{
// copy over attrib bindings
for(const SigParameter &sig : refl->InputSig)
{
// skip built-ins
if(sig.systemValue != ShaderBuiltin::Undefined)
continue;
GLint idx = gl.glGetAttribLocation(progsrc, sig.varName.c_str());
if(idx >= 0)
gl.glBindAttribLocation(progdst, (GLuint)idx, sig.varName.c_str());
}
}
void CopyProgramFragDataBindings(const GLHookSet &gl, GLuint progsrc, GLuint progdst,
ShaderReflection *refl)
{
uint64_t used = 0;
// copy over fragdata bindings
for(size_t i = 0; i < refl->OutputSig.size(); i++)
{
// only look at colour outputs (should be the only outputs from fs)
if(refl->OutputSig[i].systemValue != ShaderBuiltin::ColorOutput)
continue;
if(!strncmp("gl_", refl->OutputSig[i].varName.c_str(), 3))
continue; // GL_INVALID_OPERATION if name starts with reserved gl_ prefix
GLint idx = gl.glGetFragDataLocation(progsrc, refl->OutputSig[i].varName.c_str());
if(idx >= 0)
{
uint64_t mask = 1ULL << idx;
if(used & mask)
{
RDCWARN("Multiple signatures bound to output %zu, ignoring %s", i,
refl->OutputSig[i].varName.c_str());
continue;
}
used |= mask;
if(gl.glBindFragDataLocation)
{
gl.glBindFragDataLocation(progdst, (GLuint)idx, refl->OutputSig[i].varName.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!");
}
}
}
}
uint32_t GetBindingsSerialiseSize(const GLHookSet &gl, GLuint prog)
{
uint32_t ret = 0;
for(int sigType = 0; sigType < 2; sigType++)
{
GLenum sigEnum = (sigType == 0 ? eGL_PROGRAM_INPUT : eGL_PROGRAM_OUTPUT);
int32_t NumAttributes = 0;
gl.glGetProgramInterfaceiv(prog, sigEnum, eGL_ACTIVE_RESOURCES, (GLint *)&NumAttributes);
// number
ret += 4;
// 128 character name and 4 byte location for each attribute
ret += 132 * NumAttributes;
}
return ret;
}
template <typename SerialiserType>
void SerialiseProgramBindings(SerialiserType &ser, CaptureState state, const GLHookSet &gl,
GLuint prog)
{
char Name[128] = {0};
for(int sigType = 0; sigType < 2; sigType++)
{
GLenum sigEnum = (sigType == 0 ? eGL_PROGRAM_INPUT : eGL_PROGRAM_OUTPUT);
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++)
{
int32_t Location = -1;
if(ser.IsWriting())
{
gl.glGetProgramResourceName(prog, sigEnum, i, 128, NULL, Name);
if(sigType == 0)
Location = gl.glGetAttribLocation(prog, Name);
else
Location = gl.glGetFragDataLocation(prog, Name);
}
SERIALISE_ELEMENT(Name);
SERIALISE_ELEMENT(Location);
if(ser.IsReading() && IsReplayMode(state) && Location >= 0)
{
uint64_t mask = 1ULL << Location;
if(used & mask)
{
RDCWARN("Multiple %s items bound to location %d, ignoring %s",
sigType == 0 ? "attrib" : "fragdata", Location, Name);
continue;
}
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)
{
gl.glBindFragDataLocation(prog, (GLuint)Location, Name);
}
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!");
}
}
}
}
}
}
template void SerialiseProgramBindings(ReadSerialiser &ser, CaptureState state, const GLHookSet &gl,
GLuint prog);
template void SerialiseProgramBindings(WriteSerialiser &ser, CaptureState state,
const GLHookSet &gl, GLuint prog);
#if ENABLED(ENABLE_UNIT_TESTS)
#undef None
-2
View File
@@ -532,7 +532,6 @@ void EmulateRequiredExtensions(GLHookSet *hooks);
struct ShaderReflection;
void CopyProgramUniforms(const GLHookSet &gl, GLuint progSrc, GLuint progDst);
uint32_t GetUniformsSerialiseSize(const GLHookSet &gl, GLuint prog);
template <typename SerialiserType>
void SerialiseProgramUniforms(SerialiserType &ser, CaptureState state, const GLHookSet &gl,
GLuint prog, map<GLint, GLint> *locTranslate);
@@ -540,7 +539,6 @@ void CopyProgramAttribBindings(const GLHookSet &gl, GLuint progsrc, GLuint progd
ShaderReflection *refl);
void CopyProgramFragDataBindings(const GLHookSet &gl, GLuint progsrc, GLuint progdst,
ShaderReflection *refl);
uint32_t GetBindingsSerialiseSize(const GLHookSet &gl, GLuint prog);
template <typename SerialiserType>
void SerialiseProgramBindings(SerialiserType &ser, CaptureState state, const GLHookSet &gl,
GLuint prog);
+13 -5
View File
@@ -1019,13 +1019,21 @@ uint32_t GLResourceManager::GetSize_InitialState(ResourceId resid, GLResource re
}
else if(res.Namespace == eResProgram)
{
// need to estimate based on how many bindings and uniforms there are.
uint32_t ret = 0;
// need to estimate based on how many bindings and uniforms there are. This is a rare path -
// only happening when a program is created at runtime in the middle of a frameand we didn't
// prepare its initial contents. So we take a less efficient route by just serialising the
// current contents and using that as our size estimate, then throwing away the contents.
WriteSerialiser ser(new StreamWriter(4 * 1024), Ownership::Stream);
ret += GetBindingsSerialiseSize(m_GL->GetHookset(), res.name);
ret += GetUniformsSerialiseSize(m_GL->GetHookset(), res.name);
SCOPED_SERIALISE_CHUNK(SystemChunk::InitialContents);
return ret;
SERIALISE_ELEMENT(resid);
SERIALISE_ELEMENT(res.Namespace);
SerialiseProgramBindings(ser, CaptureState::ActiveCapturing, m_GL->GetHookset(), res.name);
SerialiseProgramUniforms(ser, CaptureState::ActiveCapturing, m_GL->GetHookset(), res.name, NULL);
return (uint32_t)ser.GetWriter()->GetOffset() + 256;
}
else if(res.Namespace == eResTexture)
{
+683
View File
@@ -0,0 +1,683 @@
/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 2017 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 "core/core.h"
#include "strings/string_utils.h"
#include "gl_common.h"
#include "gl_driver.h"
// bit of a hack, to work around C4127: conditional expression is constant
// on template parameters
template <typename T>
T CheckConstParam(T t);
template <>
bool CheckConstParam(bool t)
{
return t;
}
template <const bool CopyUniforms, const bool SerialiseUniforms, typename SerialiserType>
static void ForAllProgramUniforms(SerialiserType *ser, CaptureState state, const GLHookSet &gl,
GLuint progSrc, GLuint progDst, map<GLint, GLint> *locTranslate)
{
const bool ReadSourceProgram = CopyUniforms || (SerialiseUniforms && ser && ser->IsWriting());
const bool WriteDestProgram = CopyUniforms || (SerialiseUniforms && ser && ser->IsReading());
RDCCOMPILE_ASSERT((CopyUniforms && !SerialiseUniforms) || (!CopyUniforms && SerialiseUniforms),
"Invalid call to ForAllProgramUniforms");
GLint NumUniforms = 0;
if(CheckConstParam(ReadSourceProgram))
gl.glGetProgramInterfaceiv(progSrc, eGL_UNIFORM, eGL_ACTIVE_RESOURCES, &NumUniforms);
if(CheckConstParam(SerialiseUniforms) && ser)
{
// get accurate count of uniforms not in UBOs
GLint numSerialised = 0;
if(ser->IsWriting())
{
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);
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;
type = (GLenum)values[1];
arraySize = values[3];
srcLocation = values[4];
char n[1024] = {0};
gl.glGetProgramResourceName(progSrc, eGL_UNIFORM, i, values[2], NULL, n);
if(arraySize > 1)
{
isArray = true;
size_t len = strlen(n);
if(n[len - 3] == '[' && n[len - 2] == '0' && n[len - 1] == ']')
n[len - 3] = 0;
}
else
{
arraySize = 1;
}
basename = n;
}
if(CheckConstParam(SerialiseUniforms) && ser)
{
ser->Serialise("type", type);
ser->Serialise("arraySize", arraySize);
ser->Serialise("basename", basename);
ser->Serialise("isArray", isArray);
}
double dv[16] = {};
float *fv = (float *)dv;
int32_t *iv = (int32_t *)dv;
uint32_t *uiv = (uint32_t *)dv;
for(GLint arr = 0; arr < arraySize; arr++)
{
string name = basename;
if(isArray)
{
name += StringFormat::Fmt("[%d]", arr);
if(CheckConstParam(ReadSourceProgram))
srcLocation = gl.glGetUniformLocation(progSrc, name.c_str());
}
if(CheckConstParam(SerialiseUniforms) && ser)
ser->Serialise("srcLocation", srcLocation);
GLint newloc = 0;
if(CheckConstParam(WriteDestProgram) && IsReplayMode(state))
{
newloc = gl.glGetUniformLocation(progDst, name.c_str());
if(locTranslate)
(*locTranslate)[srcLocation] = newloc;
}
if(CheckConstParam(CopyUniforms) && newloc == -1)
continue;
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_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_VEC4:
gl.glGetUniformdv(progSrc, srcLocation, dv);
break;
// treat all samplers as just an int (since they just store their binding value)
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: 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_UNSIGNED_INT:
case eGL_BOOL: gl.glGetUniformuiv(progSrc, srcLocation, uiv); break;
case eGL_UNSIGNED_INT_VEC2:
case eGL_BOOL_VEC2: gl.glGetUniformuiv(progSrc, srcLocation, uiv); break;
case eGL_UNSIGNED_INT_VEC3:
case eGL_BOOL_VEC3: gl.glGetUniformuiv(progSrc, srcLocation, uiv); break;
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);
if(CheckConstParam(WriteDestProgram) && IsReplayMode(state))
{
switch(type)
{
case eGL_FLOAT_MAT4: gl.glProgramUniformMatrix4fv(progDst, newloc, 1, false, fv); break;
case eGL_FLOAT_MAT4x3:
gl.glProgramUniformMatrix4x3fv(progDst, newloc, 1, false, fv);
break;
case eGL_FLOAT_MAT4x2:
gl.glProgramUniformMatrix4x2fv(progDst, newloc, 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);
break;
case eGL_FLOAT_MAT3x2:
gl.glProgramUniformMatrix3x2fv(progDst, newloc, 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);
break;
case eGL_FLOAT_MAT2x3:
gl.glProgramUniformMatrix2x3fv(progDst, newloc, 1, false, fv);
break;
case eGL_DOUBLE_MAT4: gl.glProgramUniformMatrix4dv(progDst, newloc, 1, false, dv); break;
case eGL_DOUBLE_MAT4x3:
gl.glProgramUniformMatrix4x3dv(progDst, newloc, 1, false, dv);
break;
case eGL_DOUBLE_MAT4x2:
gl.glProgramUniformMatrix4x2dv(progDst, newloc, 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);
break;
case eGL_DOUBLE_MAT3x2:
gl.glProgramUniformMatrix3x2dv(progDst, newloc, 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);
break;
case eGL_DOUBLE_MAT2x3:
gl.glProgramUniformMatrix2x3dv(progDst, newloc, 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_DOUBLE_VEC4:
gl.glProgramUniform4dv(progDst, newloc, 1, dv);
break;
// treat all samplers as just an int (since they just store their binding value)
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: 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_UNSIGNED_INT:
case eGL_BOOL: gl.glProgramUniform1uiv(progDst, newloc, 1, uiv); break;
case eGL_UNSIGNED_INT_VEC2:
case eGL_BOOL_VEC2: gl.glProgramUniform2uiv(progDst, newloc, 1, uiv); break;
case eGL_UNSIGNED_INT_VEC3:
case eGL_BOOL_VEC3: gl.glProgramUniform3uiv(progDst, newloc, 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());
}
}
}
}
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))
{
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());
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;
}
if(CheckConstParam(SerialiseUniforms) && ser)
{
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());
if(idx != GL_INVALID_INDEX)
{
if(gl.glShaderStorageBlockBinding)
{
gl.glShaderStorageBlockBinding(progDst, i, bind);
}
else
{
// TODO glShaderStorageBlockBinding is not core GLES
RDCERR("glShaderStorageBlockBinding is not supported!");
}
}
}
}
}
void CopyProgramUniforms(const GLHookSet &gl, GLuint progSrc, GLuint progDst)
{
const bool CopyUniforms = true;
const bool SerialiseUniforms = false;
ForAllProgramUniforms<CopyUniforms, SerialiseUniforms, ReadSerialiser>(
NULL, CaptureState::ActiveReplaying, gl, progSrc, progDst, NULL);
}
template <typename SerialiserType>
void SerialiseProgramUniforms(SerialiserType &ser, CaptureState state, const GLHookSet &gl,
GLuint prog, map<GLint, GLint> *locTranslate)
{
const bool CopyUniforms = false;
const bool SerialiseUniforms = true;
ForAllProgramUniforms<CopyUniforms, SerialiseUniforms>(&ser, state, gl, prog, prog, locTranslate);
}
template void SerialiseProgramUniforms(ReadSerialiser &ser, CaptureState state, const GLHookSet &gl,
GLuint prog, map<GLint, GLint> *locTranslate);
template void SerialiseProgramUniforms(WriteSerialiser &ser, CaptureState state, const GLHookSet &gl,
GLuint prog, map<GLint, GLint> *locTranslate);
void CopyProgramAttribBindings(const GLHookSet &gl, GLuint progsrc, GLuint progdst,
ShaderReflection *refl)
{
// copy over attrib bindings
for(const SigParameter &sig : refl->InputSig)
{
// skip built-ins
if(sig.systemValue != ShaderBuiltin::Undefined)
continue;
GLint idx = gl.glGetAttribLocation(progsrc, sig.varName.c_str());
if(idx >= 0)
gl.glBindAttribLocation(progdst, (GLuint)idx, sig.varName.c_str());
}
}
void CopyProgramFragDataBindings(const GLHookSet &gl, GLuint progsrc, GLuint progdst,
ShaderReflection *refl)
{
uint64_t used = 0;
// copy over fragdata bindings
for(size_t i = 0; i < refl->OutputSig.size(); i++)
{
// only look at colour outputs (should be the only outputs from fs)
if(refl->OutputSig[i].systemValue != ShaderBuiltin::ColorOutput)
continue;
if(!strncmp("gl_", refl->OutputSig[i].varName.c_str(), 3))
continue; // GL_INVALID_OPERATION if name starts with reserved gl_ prefix
GLint idx = gl.glGetFragDataLocation(progsrc, refl->OutputSig[i].varName.c_str());
if(idx >= 0)
{
uint64_t mask = 1ULL << idx;
if(used & mask)
{
RDCWARN("Multiple signatures bound to output %zu, ignoring %s", i,
refl->OutputSig[i].varName.c_str());
continue;
}
used |= mask;
if(gl.glBindFragDataLocation)
{
gl.glBindFragDataLocation(progdst, (GLuint)idx, refl->OutputSig[i].varName.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!");
}
}
}
}
template <typename SerialiserType>
void SerialiseProgramBindings(SerialiserType &ser, CaptureState state, const GLHookSet &gl,
GLuint prog)
{
char Name[128] = {0};
for(int sigType = 0; sigType < 2; sigType++)
{
GLenum sigEnum = (sigType == 0 ? eGL_PROGRAM_INPUT : eGL_PROGRAM_OUTPUT);
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++)
{
int32_t Location = -1;
if(ser.IsWriting())
{
gl.glGetProgramResourceName(prog, sigEnum, i, 128, NULL, Name);
if(sigType == 0)
Location = gl.glGetAttribLocation(prog, Name);
else
Location = gl.glGetFragDataLocation(prog, Name);
}
SERIALISE_ELEMENT(Name);
SERIALISE_ELEMENT(Location);
if(ser.IsReading() && IsReplayMode(state) && Location >= 0)
{
uint64_t mask = 1ULL << Location;
if(used & mask)
{
RDCWARN("Multiple %s items bound to location %d, ignoring %s",
sigType == 0 ? "attrib" : "fragdata", Location, Name);
continue;
}
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)
{
gl.glBindFragDataLocation(prog, (GLuint)Location, Name);
}
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!");
}
}
}
}
}
}
template void SerialiseProgramBindings(ReadSerialiser &ser, CaptureState state, const GLHookSet &gl,
GLuint prog);
template void SerialiseProgramBindings(WriteSerialiser &ser, CaptureState state,
const GLHookSet &gl, GLuint prog);
+1
View File
@@ -150,6 +150,7 @@
<ClCompile Include="gl_hooks_win32.cpp" />
<ClCompile Include="gl_initstate.cpp" />
<ClCompile Include="gl_manager.cpp" />
<ClCompile Include="gl_program_iterate.cpp" />
<ClCompile Include="gl_renderstate.cpp" />
<ClCompile Include="gl_replay.cpp" />
<ClCompile Include="gl_replay_egl.cpp">
@@ -224,5 +224,8 @@
<ClCompile Include="gl_stringise.cpp">
<Filter>Util</Filter>
</ClCompile>
<ClCompile Include="gl_program_iterate.cpp">
<Filter>GLSL</Filter>
</ClCompile>
</ItemGroup>
</Project>