Extend GL Depth Test Overlay

Support shader exported depth by replaying using the capture pixel shader to determine passing pixels via a stencil mask
This commit is contained in:
Jake Turner
2023-11-06 14:38:04 +00:00
parent b804e99ea3
commit de06321536
11 changed files with 245 additions and 13 deletions
+2
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@@ -418,6 +418,8 @@ endif()
set(data
data/glsl/blit.vert
data/glsl/checkerboard.frag
data/glsl/depth_copy.frag
data/glsl/depth_copyms.frag
data/glsl/glsl_ubos.h
data/glsl/glsl_globals.h
data/glsl/fixedcol.frag
+2
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@@ -73,5 +73,7 @@ DECLARE_EMBED(glsl_vk_ms2buffer_comp);
DECLARE_EMBED(glsl_vk_depthms2buffer_comp);
DECLARE_EMBED(glsl_vk_buffer2ms_comp);
DECLARE_EMBED(glsl_vk_depthbuf2ms_frag);
DECLARE_EMBED(glsl_depth_copy_frag);
DECLARE_EMBED(glsl_depth_copyms_frag);
#undef DECLARE_EMBED
+41
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@@ -0,0 +1,41 @@
/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 2020-2023 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 "glsl_globals.h"
#if defined(VULKAN)
layout(binding = 0) uniform sampler2D srcDepth;
#else
uniform PRECISION sampler2D srcDepth;
#endif
void main()
{
ivec2 srcCoord = ivec2(int(gl_FragCoord.x), int(gl_FragCoord.y));
gl_FragDepth = texelFetch(srcDepth, srcCoord, 0).x;
}
+47
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@@ -0,0 +1,47 @@
/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 2020-2023 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.
******************************************************************************/
#if defined(GLES)
#extension GL_OES_sample_variables : require
#elif defined(OPENGL_CORE)
#extension GL_ARB_sample_shading : require
#endif
#include "glsl_globals.h"
#if defined(VULKAN)
layout(binding = 0) uniform sampler2DMS srcDepth;
#else
uniform PRECISION sampler2DMS srcDepth;
#endif
void main()
{
ivec2 srcCoord = ivec2(int(gl_FragCoord.x), int(gl_FragCoord.y));
gl_FragDepth = texelFetch(srcDepth, srcCoord, gl_SampleID).x;
}
+2
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@@ -148,6 +148,8 @@ RESOURCE_glsl_texdisplay_frag TYPE_EMBED "glsl/texdisplay.frag"
RESOURCE_glsl_vktext_vert TYPE_EMBED "glsl/vktext.vert"
RESOURCE_glsl_vktext_frag TYPE_EMBED "glsl/vktext.frag"
RESOURCE_glsl_fixedcol_frag TYPE_EMBED "glsl/fixedcol.frag"
RESOURCE_glsl_depth_copy_frag TYPE_EMBED "glsl/depth_copy.frag"
RESOURCE_glsl_depth_copyms_frag TYPE_EMBED "glsl/depth_copyms.frag"
RESOURCE_glsl_mesh_vert TYPE_EMBED "glsl/mesh.vert"
RESOURCE_glsl_mesh_geom TYPE_EMBED "glsl/mesh.geom"
RESOURCE_glsl_mesh_frag TYPE_EMBED "glsl/mesh.frag"
+2
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@@ -66,6 +66,8 @@
#define RESOURCE_glsl_vk_depthms2buffer_comp 448
#define RESOURCE_glsl_vk_buffer2ms_comp 449
#define RESOURCE_glsl_vk_depthbuf2ms_frag 450
#define RESOURCE_glsl_depth_copy_frag 451
#define RESOURCE_glsl_depth_copyms_frag 452
// Next default values for new objects
//
+15
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@@ -444,6 +444,14 @@ void GLReplay::InitDebugData()
DebugData.texDisplayVertexShader = CreateShader(eGL_VERTEX_SHADER, vs);
vs = GenerateGLSLShader(GetEmbeddedResource(glsl_blit_vert), shaderType, glslBaseVer);
fs = GenerateGLSLShader(GetEmbeddedResource(glsl_fixedcol_frag), shaderType, glslBaseVer);
DebugData.fullScreenFixedColProg = CreateShaderProgram(vs, fs);
fs = GenerateGLSLShader(GetEmbeddedResource(glsl_depth_copy_frag), shaderType, glslBaseVer);
DebugData.fullScreenCopyDepth = CreateShaderProgram(vs, fs);
fs = GenerateGLSLShader(GetEmbeddedResource(glsl_depth_copyms_frag), shaderType, glslBaseVer);
DebugData.fullScreenCopyDepthMS = CreateShaderProgram(vs, fs);
DebugData.fixedcolFragShaderSPIRV = DebugData.quadoverdrawFragShaderSPIRV = 0;
@@ -1225,6 +1233,13 @@ void GLReplay::DeleteDebugData()
drv.glDeleteFramebuffers(1, &DebugData.overlayFBO);
drv.glDeleteTextures(1, &DebugData.overlayTex);
if(DebugData.fullScreenFixedColProg)
drv.glDeleteProgram(DebugData.fullScreenFixedColProg);
if(DebugData.fullScreenCopyDepth)
drv.glDeleteProgram(DebugData.fullScreenCopyDepth);
if(DebugData.fullScreenCopyDepthMS)
drv.glDeleteProgram(DebugData.fullScreenCopyDepthMS);
if(DebugData.quadoverdrawFragShader)
drv.glDeleteShader(DebugData.quadoverdrawFragShader);
if(DebugData.quadoverdrawFragShaderSPIRV)
+122 -13
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@@ -475,6 +475,9 @@ ResourceId GLReplay::RenderOverlay(ResourceId texid, FloatVector clearCol, Debug
RDCWARN("Quad overdraw not supported on GLES", glslVer);
}
GLuint prog = 0, pipe = 0;
drv.glGetIntegerv(eGL_CURRENT_PROGRAM, (GLint *)&prog);
drv.glGetIntegerv(eGL_PROGRAM_PIPELINE_BINDING, (GLint *)&pipe);
// delete the old program if it exists
if(DebugData.overlayProg != 0)
drv.glDeleteProgram(DebugData.overlayProg);
@@ -1008,6 +1011,7 @@ ResourceId GLReplay::RenderOverlay(ResourceId texid, FloatVector clearCol, Debug
GLenum copyQueryEnum = texQueryEnum;
GLuint depthCopy = 0, stencilCopy = 0;
bool useBlitFramebuffer = true;
// create matching depth for existing FBO
if(curDepth != 0)
@@ -1046,6 +1050,22 @@ ResourceId GLReplay::RenderOverlay(ResourceId texid, FloatVector clearCol, Debug
else if(depth == 0 && stencil == 8)
fmt = eGL_STENCIL_INDEX8;
}
// For depth overlay : need a stencil buffer
if(overlay == DebugOverlay::Depth)
{
GLenum oldFmt = fmt;
if((oldFmt == eGL_DEPTH_COMPONENT16) || (oldFmt == eGL_DEPTH_COMPONENT24) ||
(oldFmt == eGL_DEPTH24_STENCIL8))
fmt = eGL_DEPTH24_STENCIL8;
else
fmt = eGL_DEPTH32F_STENCIL8;
if(oldFmt != fmt)
{
useBlitFramebuffer = false;
curStencil = curDepth;
}
}
if(copyBindingEnum == eGL_TEXTURE_CUBE_MAP)
{
@@ -1127,18 +1147,18 @@ ResourceId GLReplay::RenderOverlay(ResourceId texid, FloatVector clearCol, Debug
if(type != eGL_RENDERBUFFER)
{
ResourceId id = m_pDriver->GetResourceManager()->GetResID(TextureRes(ctx, curDepth));
ResourceId id = m_pDriver->GetResourceManager()->GetResID(TextureRes(ctx, curStencil));
fmt = m_pDriver->m_Textures[id].internalFormat;
}
else
{
ResourceId id = m_pDriver->GetResourceManager()->GetResID(RenderbufferRes(ctx, curDepth));
ResourceId id = m_pDriver->GetResourceManager()->GetResID(RenderbufferRes(ctx, curStencil));
fmt = m_pDriver->m_Textures[id].internalFormat;
GLint depth = 0;
GLint stencil = 0;
GL.glGetNamedRenderbufferParameterivEXT(curDepth, eGL_RENDERBUFFER_DEPTH_SIZE, &depth);
GL.glGetNamedRenderbufferParameterivEXT(curDepth, eGL_RENDERBUFFER_STENCIL_SIZE, &stencil);
GL.glGetNamedRenderbufferParameterivEXT(curStencil, eGL_RENDERBUFFER_DEPTH_SIZE, &depth);
GL.glGetNamedRenderbufferParameterivEXT(curStencil, eGL_RENDERBUFFER_STENCIL_SIZE, &stencil);
if(depth == 16 && stencil == 0)
fmt = eGL_DEPTH_COMPONENT16;
@@ -1222,6 +1242,9 @@ ResourceId GLReplay::RenderOverlay(ResourceId texid, FloatVector clearCol, Debug
drv.glBindTexture(copyBindingEnum, curTex);
}
// bind the 'real' fbo to the read framebuffer, so we can blit from it
drv.glBindFramebuffer(eGL_READ_FRAMEBUFFER, rs.DrawFBO.name);
// bind depth/stencil to overlay FBO (currently bound to DRAW_FRAMEBUFFER)
if(curDepth != 0 && curDepth == curStencil)
{
@@ -1239,11 +1262,46 @@ ResourceId GLReplay::RenderOverlay(ResourceId texid, FloatVector clearCol, Debug
stencilCopy, sub.mip);
}
// bind the 'real' fbo to the read framebuffer, so we can blit from it
drv.glBindFramebuffer(eGL_READ_FRAMEBUFFER, rs.DrawFBO.name);
if(useBlitFramebuffer)
{
// get latest depth/stencil from read FBO (existing FBO) into draw FBO (overlay FBO)
SafeBlitFramebuffer(0, 0, outWidth, outHeight, 0, 0, outWidth, outHeight,
GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT, eGL_NEAREST);
}
else
{
GLRenderState savedRS;
savedRS.FetchState(&drv);
float green[] = {0.0f, 1.0f, 0.0f, 1.0f};
drv.glProgramUniform4fv(DebugData.overlayProg, overlayFixedColLocation, 1, green);
// Fullscreen pass with shader to read from old depth buffer and write to new depth buffer
drv.glDisable(eGL_BLEND);
drv.glDisable(eGL_SCISSOR_TEST);
drv.glDisable(eGL_STENCIL_TEST);
drv.glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
drv.glEnable(eGL_DEPTH_TEST);
drv.glDepthFunc(eGL_ALWAYS);
drv.glDepthMask(GL_TRUE);
drv.glDisable(eGL_CULL_FACE);
if(!IsGLES)
drv.glPolygonMode(eGL_FRONT_AND_BACK, eGL_FILL);
if(DebugData.overlayTexSamples > 1)
drv.glUseProgram(DebugData.fullScreenCopyDepthMS);
else
drv.glUseProgram(DebugData.fullScreenCopyDepth);
drv.glBindProgramPipeline(0);
drv.glActiveTexture(eGL_TEXTURE0);
drv.glBindTexture(copyBindingEnum, curDepth);
GLuint emptyVAO = 0;
drv.glGenVertexArrays(1, &emptyVAO);
drv.glBindVertexArray(emptyVAO);
drv.glDrawArrays(eGL_TRIANGLE_STRIP, 0, 4);
drv.glDeleteVertexArrays(1, &emptyVAO);
savedRS.ApplyState(&drv);
}
if(overlay == DebugOverlay::Depth)
{
@@ -1273,12 +1331,61 @@ ResourceId GLReplay::RenderOverlay(ResourceId texid, FloatVector clearCol, Debug
if(!IsGLES && !rs.Enabled[GLRenderState::eEnabled_DepthClamp])
drv.glDisable(eGL_DEPTH_CLAMP);
// get latest depth/stencil from read FBO (existing FBO) into draw FBO (overlay FBO)
SafeBlitFramebuffer(0, 0, outWidth, outHeight, 0, 0, outWidth, outHeight,
GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT, eGL_NEAREST);
bool useDepthStencilMask = (overlay == DebugOverlay::Depth) && (curDepth != 0);
if(useDepthStencilMask)
{
drv.glStencilMask(0xff);
GLint stencilClear = 0x0;
drv.glClearBufferiv(eGL_STENCIL, 0, &stencilClear);
drv.glEnable(eGL_STENCIL_TEST);
drv.glStencilFunc(eGL_ALWAYS, 1, 0xff);
drv.glStencilOp(eGL_KEEP, eGL_KEEP, eGL_REPLACE);
drv.glBindProgramPipeline(pipe);
drv.glUseProgram(prog);
drv.glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
}
else
{
float green[] = {0.0f, 1.0f, 0.0f, 1.0f};
drv.glProgramUniform4fv(DebugData.overlayProg, overlayFixedColLocation, 1, green);
}
ReplayLog(eventId, eReplay_OnlyDraw);
if(useDepthStencilMask)
{
float green[] = {0.0f, 1.0f, 0.0f, 1.0f};
GLint fixedColLocation = 99;
if(!spirvOverlay)
fixedColLocation =
drv.glGetUniformLocation(DebugData.fullScreenFixedColProg, "RENDERDOC_Fixed_Color");
drv.glProgramUniform4fv(DebugData.fullScreenFixedColProg, fixedColLocation, 1, green);
drv.glDisable(eGL_BLEND);
drv.glDisable(eGL_SCISSOR_TEST);
drv.glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
drv.glDepthMask(GL_FALSE);
drv.glDisable(eGL_CULL_FACE);
if(!IsGLES)
drv.glPolygonMode(eGL_FRONT_AND_BACK, eGL_FILL);
drv.glDisable(eGL_DEPTH_TEST);
drv.glEnable(eGL_STENCIL_TEST);
drv.glStencilMask(0x0);
drv.glStencilFunc(eGL_EQUAL, 1, 0xff);
drv.glUseProgram(DebugData.fullScreenFixedColProg);
drv.glBindProgramPipeline(0);
GLuint emptyVAO = 0;
drv.glGenVertexArrays(1, &emptyVAO);
drv.glBindVertexArray(emptyVAO);
drv.glDrawArrays(eGL_TRIANGLE_STRIP, 0, 4);
drv.glBindVertexArray(0);
drv.glDeleteVertexArrays(1, &emptyVAO);
}
// unset depth/stencil textures from overlay FBO and delete temp depth/stencil
if(curDepth != 0 && curDepth == curStencil)
drv.glFramebufferTexture2D(eGL_DRAW_FRAMEBUFFER, eGL_DEPTH_STENCIL_ATTACHMENT, eGL_TEXTURE_2D,
@@ -1681,7 +1788,8 @@ ResourceId GLReplay::RenderOverlay(ResourceId texid, FloatVector clearCol, Debug
}
}
GLuint prog = 0, pipe = 0;
prog = 0;
pipe = 0;
drv.glGetIntegerv(eGL_CURRENT_PROGRAM, (GLint *)&prog);
drv.glGetIntegerv(eGL_PROGRAM_PIPELINE_BINDING, (GLint *)&pipe);
@@ -2060,7 +2168,8 @@ ResourceId GLReplay::RenderOverlay(ResourceId texid, FloatVector clearCol, Debug
// bind image
drv.glBindImageTexture(0, quadtexs[1], 0, GL_TRUE, 0, eGL_READ_WRITE, eGL_R32UI);
GLuint prog = 0, pipe = 0;
prog = 0;
pipe = 0;
drv.glGetIntegerv(eGL_CURRENT_PROGRAM, (GLint *)&prog);
drv.glGetIntegerv(eGL_PROGRAM_PIPELINE_BINDING, (GLint *)&pipe);
+4
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@@ -411,6 +411,10 @@ private:
GLuint quadoverdrawFragShaderSPIRV;
GLuint quadoverdrawResolveProg;
GLuint fullScreenFixedColProg;
GLuint fullScreenCopyDepth;
GLuint fullScreenCopyDepthMS;
GLuint discardProg[3][4];
GLuint discardPatternBuffer;
+2
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@@ -683,6 +683,8 @@
<None Include="data\glsl\array2ms.comp" />
<None Include="data\glsl\blit.vert" />
<None Include="data\glsl\checkerboard.frag" />
<None Include="data\glsl\depth_copy.frag" />
<None Include="data\glsl\depth_copyms.frag" />
<None Include="data\glsl\deptharr2ms.frag" />
<None Include="data\glsl\depthms2arr.frag" />
<None Include="data\glsl\discard.frag" />
+6
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@@ -1130,6 +1130,12 @@
<None Include="data\glsl\vk_ms2buffer.comp">
<Filter>Resources\glsl</Filter>
</None>
<None Include="data\glsl\depth_copy.frag">
<Filter>Resources\glsl</Filter>
</None>
<None Include="data\glsl\depth_copyms.frag">
<Filter>Resources\glsl</Filter>
</None>
</ItemGroup>
<ItemGroup>
<ResourceCompile Include="data\renderdoc.rc">