Move shader debugging replay function stubs into new file

This commit is contained in:
baldurk
2025-12-01 17:25:57 +00:00
parent 23abdbab90
commit 6749e47177
2 changed files with 43 additions and 40 deletions
+4 -40
View File
@@ -44,6 +44,9 @@
RDOC_CONFIG(bool, OpenGL_HardwareCounters, true,
"Enable support for IHV-specific hardware counters on OpenGL.");
RDOC_CONFIG(bool, OpenGL_ShaderDebugging, false,
"BETA: Enable experimental shader debugging support.");
static const char *SPIRVDisassemblyTarget = "SPIR-V (RenderDoc)";
GLReplay::GLReplay(WrappedOpenGL *d)
@@ -222,6 +225,7 @@ APIProperties GLReplay::GetAPIProperties()
ret.degraded = m_Degraded;
ret.vendor = m_DriverInfo.vendor;
ret.pixelHistory = true;
ret.shaderDebugging = OpenGL_ShaderDebugging();
return ret;
}
@@ -4292,46 +4296,6 @@ rdcarray<EventUsage> GLReplay::GetUsage(ResourceId id)
return m_pDriver->GetUsage(id);
}
ShaderDebugTrace *GLReplay::DebugVertex(uint32_t eventId, uint32_t vertid, uint32_t instid,
uint32_t idx, uint32_t view)
{
GLNOTIMP("DebugVertex");
return new ShaderDebugTrace();
}
ShaderDebugTrace *GLReplay::DebugPixel(uint32_t eventId, uint32_t x, uint32_t y,
const DebugPixelInputs &inputs)
{
GLNOTIMP("DebugPixel");
return new ShaderDebugTrace();
}
ShaderDebugTrace *GLReplay::DebugThread(uint32_t eventId, const rdcfixedarray<uint32_t, 3> &groupid,
const rdcfixedarray<uint32_t, 3> &threadid)
{
GLNOTIMP("DebugThread");
return new ShaderDebugTrace();
}
ShaderDebugTrace *GLReplay::DebugMeshThread(uint32_t eventId,
const rdcfixedarray<uint32_t, 3> &groupid,
const rdcfixedarray<uint32_t, 3> &threadid)
{
GLNOTIMP("DebugMeshThread");
return new ShaderDebugTrace();
}
rdcarray<ShaderDebugState> GLReplay::ContinueDebug(ShaderDebugger *debugger)
{
GLNOTIMP("ContinueDebug");
return {};
}
void GLReplay::FreeDebugger(ShaderDebugger *debugger)
{
delete debugger;
}
void GLReplay::MakeCurrentReplayContext(GLWindowingData *ctx)
{
static GLWindowingData *prev = NULL;
+39
View File
@@ -919,3 +919,42 @@ private:
const uint64_t deviceThreadID;
};
ShaderDebugTrace *GLReplay::DebugVertex(uint32_t eventId, uint32_t vertid, uint32_t instid,
uint32_t idx, uint32_t view)
{
GLNOTIMP("DebugVertex");
return new ShaderDebugTrace();
}
ShaderDebugTrace *GLReplay::DebugPixel(uint32_t eventId, uint32_t x, uint32_t y,
const DebugPixelInputs &inputs)
{
GLNOTIMP("DebugPixel");
return new ShaderDebugTrace();
}
ShaderDebugTrace *GLReplay::DebugThread(uint32_t eventId, const rdcfixedarray<uint32_t, 3> &groupid,
const rdcfixedarray<uint32_t, 3> &threadid)
{
GLNOTIMP("DebugThread");
return new ShaderDebugTrace();
}
ShaderDebugTrace *GLReplay::DebugMeshThread(uint32_t eventId,
const rdcfixedarray<uint32_t, 3> &groupid,
const rdcfixedarray<uint32_t, 3> &threadid)
{
GLNOTIMP("DebugMeshThread");
return new ShaderDebugTrace();
}
rdcarray<ShaderDebugState> GLReplay::ContinueDebug(ShaderDebugger *debugger)
{
return {};
}
void GLReplay::FreeDebugger(ShaderDebugger *debugger)
{
delete debugger;
}