/****************************************************************************** * The MIT License (MIT) * * Copyright (c) 2014 Crytek * * 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 "gl_replay.h" #include "gl_driver.h" #include "gl_resources.h" #include "common/string_utils.h" GLReplay::GLReplay() { m_pDriver = NULL; m_Proxy = false; RDCEraseEl(m_ReplayCtx); m_DebugCtx = NULL; m_OutputWindowID = 1; } void GLReplay::Shutdown() { delete m_pDriver; CloseReplayContext(); } #pragma region Implemented void GLReplay::ReadLogInitialisation() { MakeCurrentReplayContext(&m_ReplayCtx); m_pDriver->ReadLogInitialisation(); } void GLReplay::ReplayLog(uint32_t frameID, uint32_t startEventID, uint32_t endEventID, ReplayLogType replayType) { MakeCurrentReplayContext(&m_ReplayCtx); m_pDriver->ReplayLog(frameID, startEventID, endEventID, replayType); } vector GLReplay::GetFrameRecord() { return m_pDriver->GetFrameRecord(); } ResourceId GLReplay::GetLiveID(ResourceId id) { return m_pDriver->GetResourceManager()->GetLiveID(id); } APIProperties GLReplay::GetAPIProperties() { APIProperties ret; ret.pipelineType = ePipelineState_OpenGL; return ret; } vector GLReplay::GetBuffers() { vector ret; for(auto it=m_pDriver->m_Buffers.begin(); it != m_pDriver->m_Buffers.end(); ++it) ret.push_back(it->first); return ret; } vector GLReplay::GetTextures() { vector ret; for(auto it=m_pDriver->m_Textures.begin(); it != m_pDriver->m_Textures.end(); ++it) ret.push_back(it->first); return ret; } void GLReplay::SetReplayData(GLWindowingData data) { m_ReplayCtx = data; InitDebugData(); } void GLReplay::InitCallstackResolver() { m_pDriver->GetSerialiser()->InitCallstackResolver(); } bool GLReplay::HasCallstacks() { return m_pDriver->GetSerialiser()->HasCallstacks(); } Callstack::StackResolver *GLReplay::GetCallstackResolver() { return m_pDriver->GetSerialiser()->GetCallstackResolver(); } void GLReplay::CreateOutputWindowBackbuffer(OutputWindow &outwin) { if(m_pDriver == NULL) return; MakeCurrentReplayContext(m_DebugCtx); WrappedOpenGL &gl = *m_pDriver; // create fake backbuffer for this output window. // We'll make an FBO for this backbuffer on the replay context, so we can // use the replay context to do the hard work of rendering to it, then just // blit across to the real default framebuffer on the output window context gl.glGenFramebuffers(1, &outwin.BlitData.windowFBO); gl.glBindFramebuffer(eGL_FRAMEBUFFER, outwin.BlitData.windowFBO); gl.glGenTextures(1, &outwin.BlitData.backbuffer); gl.glBindTexture(eGL_TEXTURE_2D, outwin.BlitData.backbuffer); gl.glTexStorage2D(eGL_TEXTURE_2D, 1, eGL_RGB8, outwin.width, outwin.height); gl.glTexParameteri(eGL_TEXTURE_2D, eGL_TEXTURE_MIN_FILTER, eGL_NEAREST); gl.glTexParameteri(eGL_TEXTURE_2D, eGL_TEXTURE_MAG_FILTER, eGL_NEAREST); gl.glTexParameteri(eGL_TEXTURE_2D, eGL_TEXTURE_WRAP_S, eGL_CLAMP_TO_EDGE); gl.glTexParameteri(eGL_TEXTURE_2D, eGL_TEXTURE_WRAP_T, eGL_CLAMP_TO_EDGE); gl.glFramebufferTexture(eGL_FRAMEBUFFER, eGL_COLOR_ATTACHMENT0, outwin.BlitData.backbuffer, 0); outwin.BlitData.replayFBO = 0; } void GLReplay::InitOutputWindow(OutputWindow &outwin) { if(m_pDriver == NULL) return; MakeCurrentReplayContext(&outwin); WrappedOpenGL &gl = *m_pDriver; gl.glGenVertexArrays(1, &outwin.BlitData.emptyVAO); gl.glBindVertexArray(outwin.BlitData.emptyVAO); } bool GLReplay::CheckResizeOutputWindow(uint64_t id) { if(id == 0 || m_OutputWindows.find(id) == m_OutputWindows.end()) return false; OutputWindow &outw = m_OutputWindows[id]; if(outw.wnd == 0) return false; int32_t w, h; GetOutputWindowDimensions(id, w, h); if(w != outw.width || h != outw.height) { outw.width = w; outw.height = h; MakeCurrentReplayContext(m_DebugCtx); WrappedOpenGL &gl = *m_pDriver; gl.glDeleteTextures(1, &outw.BlitData.backbuffer); gl.glDeleteFramebuffers(1, &outw.BlitData.windowFBO); CreateOutputWindowBackbuffer(outw); return true; } return false; } void GLReplay::BindOutputWindow(uint64_t id, bool depth) { if(id == 0 || m_OutputWindows.find(id) == m_OutputWindows.end()) return; OutputWindow &outw = m_OutputWindows[id]; MakeCurrentReplayContext(m_DebugCtx); m_pDriver->glBindFramebuffer(eGL_FRAMEBUFFER, outw.BlitData.windowFBO); m_pDriver->glViewport(0, 0, outw.width, outw.height); DebugData.outWidth = float(outw.width); DebugData.outHeight = float(outw.height); } void GLReplay::ClearOutputWindowColour(uint64_t id, float col[4]) { if(id == 0 || m_OutputWindows.find(id) == m_OutputWindows.end()) return; OutputWindow &outw = m_OutputWindows[id]; MakeCurrentReplayContext(m_DebugCtx); m_pDriver->glClearBufferfv(eGL_COLOR, 0, col); } void GLReplay::ClearOutputWindowDepth(uint64_t id, float depth, uint8_t stencil) { if(id == 0 || m_OutputWindows.find(id) == m_OutputWindows.end()) return; OutputWindow &outw = m_OutputWindows[id]; MakeCurrentReplayContext(&outw); m_pDriver->glClearBufferfv(eGL_DEPTH, 0, &depth); } void GLReplay::FlipOutputWindow(uint64_t id) { if(id == 0 || m_OutputWindows.find(id) == m_OutputWindows.end()) return; OutputWindow &outw = m_OutputWindows[id]; MakeCurrentReplayContext(&outw); WrappedOpenGL &gl = *m_pDriver; gl.glBindFramebuffer(eGL_FRAMEBUFFER, 0); gl.glViewport(0, 0, outw.width, outw.height); gl.glUseProgram(DebugData.blitProg); gl.glActiveTexture(eGL_TEXTURE0); gl.glBindTexture(eGL_TEXTURE_2D, outw.BlitData.backbuffer); gl.glBindVertexArray(outw.BlitData.emptyVAO); gl.glDrawArrays(eGL_TRIANGLE_STRIP, 0, 4); SwapBuffers(&outw); } vector GLReplay::GetBufferData(ResourceId buff, uint32_t offset, uint32_t len) { vector ret; if(m_pDriver->m_Buffers.find(buff) == m_pDriver->m_Buffers.end()) { RDCWARN("Requesting data for non-existant buffer %llu", buff); return ret; } auto &buf = m_pDriver->m_Buffers[buff]; if(len > 0 && offset+len > buf.size) { RDCWARN("Attempting to read off the end of the array. Will be clamped"); len = RDCMIN(len, uint32_t(buf.size-offset)); } else if(len == 0) { len = (uint32_t)buf.size; } ret.resize(len); WrappedOpenGL &gl = *m_pDriver; MakeCurrentReplayContext(m_DebugCtx); gl.glBindBuffer(eGL_COPY_READ_BUFFER, buf.resource.name); gl.glGetBufferSubData(eGL_COPY_READ_BUFFER, (GLintptr)offset, (GLsizeiptr)len, &ret[0]); return ret; } bool GLReplay::IsRenderOutput(ResourceId id) { for(int32_t i=0; i < m_CurPipelineState.m_FB.Color.count; i++) { if(m_CurPipelineState.m_FB.Color[i] == id) return true; } if(m_CurPipelineState.m_FB.Depth == id || m_CurPipelineState.m_FB.Stencil == id) return true; return false; } FetchTexture GLReplay::GetTexture(ResourceId id) { FetchTexture tex; MakeCurrentReplayContext(&m_ReplayCtx); auto &res = m_pDriver->m_Textures[id]; if(res.resource.Namespace == eResUnknown) { RDCERR("Details for invalid texture id %llu requested", id); RDCEraseEl(tex); return tex; } WrappedOpenGL &gl = *m_pDriver; tex.ID = m_pDriver->GetResourceManager()->GetOriginalID(id); gl.glBindTexture(res.curType, res.resource.name); GLenum levelQueryType = res.curType; if(levelQueryType == eGL_TEXTURE_CUBE_MAP) levelQueryType = eGL_TEXTURE_CUBE_MAP_POSITIVE_X; // TODO if I call this for levels 1, 2, .. etc. Can I get sizes that aren't mip dimensions? GLint width = 1, height = 1, depth = 1, samples=1; gl.glGetTexLevelParameteriv(levelQueryType, 0, eGL_TEXTURE_WIDTH, &width); gl.glGetTexLevelParameteriv(levelQueryType, 0, eGL_TEXTURE_HEIGHT, &height); gl.glGetTexLevelParameteriv(levelQueryType, 0, eGL_TEXTURE_DEPTH, &depth); gl.glGetTexLevelParameteriv(levelQueryType, 0, eGL_TEXTURE_SAMPLES, &samples); if(res.width == 0) { RDCWARN("TextureData::width didn't get filled out, setting at last minute"); res.width = width; } if(res.height == 0) { RDCWARN("TextureData::height didn't get filled out, setting at last minute"); res.height = height; } if(res.depth == 0) { RDCWARN("TextureData::depth didn't get filled out, setting at last minute"); res.depth = depth; } // reasonably common defaults tex.msQual = 0; tex.msSamp = 1; tex.width = tex.height = tex.depth = tex.arraysize = 1; tex.cubemap = false; switch(res.curType) { case eGL_TEXTURE_1D: case eGL_TEXTURE_BUFFER: tex.dimension = 1; tex.width = (uint32_t)width; break; case eGL_TEXTURE_1D_ARRAY: tex.dimension = 1; tex.width = (uint32_t)width; tex.arraysize = depth; break; case eGL_TEXTURE_2D: case eGL_TEXTURE_RECTANGLE: case eGL_TEXTURE_2D_MULTISAMPLE: case eGL_TEXTURE_CUBE_MAP: tex.dimension = 2; tex.width = (uint32_t)width; tex.height = (uint32_t)height; tex.depth = (res.curType == eGL_TEXTURE_CUBE_MAP ? 6 : 1); tex.cubemap = (res.curType == eGL_TEXTURE_CUBE_MAP); tex.msSamp = (res.curType == eGL_TEXTURE_2D_MULTISAMPLE ? samples : 1); break; case eGL_TEXTURE_2D_ARRAY: case eGL_TEXTURE_2D_MULTISAMPLE_ARRAY: case eGL_TEXTURE_CUBE_MAP_ARRAY: tex.dimension = 2; tex.width = (uint32_t)width; tex.height = (uint32_t)height; tex.depth = (res.curType == eGL_TEXTURE_CUBE_MAP ? 6 : 1); tex.arraysize = depth; tex.cubemap = (res.curType == eGL_TEXTURE_CUBE_MAP_ARRAY); tex.msSamp = (res.curType == eGL_TEXTURE_2D_MULTISAMPLE_ARRAY ? samples : 1); break; case eGL_TEXTURE_3D: tex.dimension = 3; tex.width = (uint32_t)width; tex.height = (uint32_t)height; tex.depth = (uint32_t)depth; break; default: tex.dimension = 2; RDCERR("Unexpected texture enum %hs", ToStr::Get(res.curType).c_str()); } GLint immut = 0; gl.glGetTexParameteriv(res.curType, eGL_TEXTURE_IMMUTABLE_FORMAT, &immut); if(immut) { gl.glGetTexParameteriv(res.curType, eGL_TEXTURE_IMMUTABLE_LEVELS, &immut); tex.mips = (uint32_t)immut; } else { // assuming complete texture GLint mips = 1; gl.glGetTexParameteriv(res.curType, eGL_TEXTURE_MAX_LEVEL, &mips); tex.mips = (uint32_t)mips; } tex.numSubresources = tex.mips*tex.arraysize; // surely this will be the same for each level... right? that would be insane if it wasn't GLint fmt = 0; gl.glGetTexLevelParameteriv(levelQueryType, 0, eGL_TEXTURE_INTERNAL_FORMAT, &fmt); tex.format = MakeResourceFormat(gl, res.curType, (GLenum)fmt); string str = ""; char name[128] = {0}; gl.glGetObjectLabel(eGL_TEXTURE, res.resource.name, 127, NULL, name); str = name; tex.customName = true; if(str == "") { tex.customName = false; str = StringFormat::Fmt("Texture%dD %llu", tex.dimension, tex.ID); } tex.name = widen(str); tex.creationFlags = res.creationFlags; if(tex.format.compType == eCompType_Depth) tex.creationFlags |= eTextureCreate_DSV; if(res.resource.name == gl.m_FakeBB_Color || res.resource.name == gl.m_FakeBB_DepthStencil) tex.creationFlags |= eTextureCreate_SwapBuffer; GLint compressed; gl.glGetTexLevelParameteriv(levelQueryType, 0, eGL_TEXTURE_COMPRESSED, &compressed); tex.byteSize = 0; for(uint32_t a=0; a < tex.arraysize; a++) { for(uint32_t m=0; m < tex.mips; m++) { if(compressed) { gl.glGetTexLevelParameteriv(levelQueryType, m, eGL_TEXTURE_COMPRESSED_IMAGE_SIZE, &compressed); tex.byteSize += compressed; } else if(tex.format.special) { tex.byteSize += GetByteSize(RDCMAX(1U, tex.width>>m), RDCMAX(1U, tex.height>>m), RDCMAX(1U, tex.depth>>m), (GLenum)fmt, (GLenum)fmt, 1); } else { tex.byteSize += RDCMAX(1U, tex.width>>m)*RDCMAX(1U, tex.height>>m)*RDCMAX(1U, tex.depth>>m)* tex.format.compByteWidth*tex.format.compCount; } } } return tex; } FetchBuffer GLReplay::GetBuffer(ResourceId id) { FetchBuffer ret; MakeCurrentReplayContext(&m_ReplayCtx); auto &res = m_pDriver->m_Buffers[id]; if(res.resource.Namespace == eResUnknown) { RDCERR("Details for invalid buffer id %llu requested", id); RDCEraseEl(ret); return ret; } WrappedOpenGL &gl = *m_pDriver; ret.ID = m_pDriver->GetResourceManager()->GetOriginalID(id); if(res.curType == eGL_UNKNOWN_ENUM) { ret.byteSize = 0; ret.creationFlags = 0; ret.customName = false; ret.length = 0; ret.structureSize = 0; return ret; } gl.glBindBuffer(res.curType, res.resource.name); ret.structureSize = 0; ret.creationFlags = 0; switch(res.curType) { case eGL_ARRAY_BUFFER: ret.creationFlags = eBufferCreate_VB; break; case eGL_ELEMENT_ARRAY_BUFFER: ret.creationFlags = eBufferCreate_IB; break; case eGL_UNIFORM_BUFFER: ret.creationFlags = eBufferCreate_CB; break; case eGL_PIXEL_PACK_BUFFER: case eGL_COPY_WRITE_BUFFER: break; default: RDCERR("Unexpected buffer type %hs", ToStr::Get(res.curType).c_str()); } GLint size; gl.glGetBufferParameteriv(res.curType, eGL_BUFFER_SIZE, &size); ret.byteSize = ret.length = (uint32_t)size; if(res.size == 0) { RDCWARN("BufferData::size didn't get filled out, setting at last minute"); res.size = ret.byteSize; } string str = ""; char name[128] = {0}; gl.glGetObjectLabel(eGL_BUFFER, res.resource.name, 127, NULL, name); str = name; ret.customName = true; if(str == "") { ret.customName = false; str = StringFormat::Fmt("Buffer %llu", ret.ID); } ret.name = widen(str); return ret; } #pragma endregion #pragma region Mostly Implemented ShaderReflection *GLReplay::GetShader(ResourceId id) { WrappedOpenGL &gl = *m_pDriver; 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 &shaderDetails = m_pDriver->m_Shaders[id]; auto &refl = shaderDetails.reflection; // initialise reflection data // TODO: do this earlier. In glLinkProgram? if(refl.DebugInfo.files.count == 0) { refl.DebugInfo.entryFunc = "main"; refl.DebugInfo.compileFlags = 0; create_array_uninit(refl.DebugInfo.files, shaderDetails.sources.size()); for(size_t i=0; i < shaderDetails.sources.size(); i++) { refl.DebugInfo.files[i].first = StringFormat::Fmt("source%u.glsl", (uint32_t)i); refl.DebugInfo.files[i].second = shaderDetails.sources[i]; } refl.Disassembly = ""; vector resources; GLint numUniforms = 0; gl.glGetProgramInterfaceiv(curProg, eGL_UNIFORM, eGL_ACTIVE_RESOURCES, &numUniforms); 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_OFFSET, }; if(shaderDetails.type == eGL_VERTEX_SHADER) resProps[0] = eGL_REFERENCED_BY_VERTEX_SHADER; if(shaderDetails.type == eGL_TESS_CONTROL_SHADER) resProps[0] = eGL_REFERENCED_BY_TESS_CONTROL_SHADER; if(shaderDetails.type == eGL_TESS_EVALUATION_SHADER) resProps[0] = eGL_REFERENCED_BY_TESS_EVALUATION_SHADER; if(shaderDetails.type == eGL_GEOMETRY_SHADER) resProps[0] = eGL_REFERENCED_BY_GEOMETRY_SHADER; if(shaderDetails.type == eGL_FRAGMENT_SHADER) resProps[0] = eGL_REFERENCED_BY_FRAGMENT_SHADER; if(shaderDetails.type == eGL_COMPUTE_SHADER) resProps[0] = eGL_REFERENCED_BY_COMPUTE_SHADER; 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) continue; 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; // 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.resType = eResType_Texture2D; res.variableType.descriptor.name = "sampler2D"; } 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.resType = eResType_Texture1D; 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 { // not a sampler continue; } res.variableAddress = values[3]; create_array_uninit(res.name, values[2]+1); gl.glGetProgramResourceName(curProg, eGL_UNIFORM, u, values[2]+1, NULL, res.name.elems); res.name.count--; // trim off trailing null resources.push_back(res); } refl.Resources = resources; vector globalUniforms; GLint numUBOs = 0; vector uboNames; vector uboUsed; vector *ubos = NULL; { gl.glGetProgramInterfaceiv(curProg, eGL_UNIFORM_BLOCK, eGL_ACTIVE_RESOURCES, &numUBOs); ubos = new vector[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 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; ShaderConstant var; if(values[1] == GL_FLOAT_VEC4) { var.type.descriptor.name = "vec4"; var.type.descriptor.rows = 1; var.type.descriptor.cols = 4; 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 = 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 = 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 { // fill in more uniform types continue; } 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 *UBO = &globalUniforms; // 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 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()) { ConstantBlock globals; globals.name = "Globals"; globals.bufferAddress = -1; globals.variables = globalUniforms; cbuffers.push_back(globals); } 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 // shader stage, but that requires modifying the glsl to redeclare built-in blocks if necessary. refl.ConstantBlocks = cbuffers; } // update samplers with latest uniform values for(int32_t i=0; i < refl.Resources.count; i++) { if(refl.Resources.elems[i].IsSRV && refl.Resources.elems[i].IsTexture) gl.glGetUniformiv(curProg, refl.Resources.elems[i].variableAddress, (GLint *)&refl.Resources.elems[i].bindPoint); } return &refl; } void GLReplay::SavePipelineState() { GLPipelineState &pipe = m_CurPipelineState; WrappedOpenGL &gl = *m_pDriver; GLResourceManager *rm = m_pDriver->GetResourceManager(); MakeCurrentReplayContext(&m_ReplayCtx); // Index buffer pipe.m_VtxIn.ibuffer.Offset = m_pDriver->m_LastIndexOffset; pipe.m_VtxIn.ibuffer.Format = ResourceFormat(); pipe.m_VtxIn.ibuffer.Format.special = false; pipe.m_VtxIn.ibuffer.Format.compCount = 1; pipe.m_VtxIn.ibuffer.Format.compType = eCompType_UInt; switch(m_pDriver->m_LastIndexSize) { default: break; case eGL_UNSIGNED_BYTE: pipe.m_VtxIn.ibuffer.Format.compByteWidth = 1; pipe.m_VtxIn.ibuffer.Format.strname = L"GL_UNSIGNED_BYTE"; break; case eGL_UNSIGNED_SHORT: pipe.m_VtxIn.ibuffer.Format.compByteWidth = 2; pipe.m_VtxIn.ibuffer.Format.strname = L"GL_UNSIGNED_SHORT"; break; case eGL_UNSIGNED_INT: pipe.m_VtxIn.ibuffer.Format.compByteWidth = 4; pipe.m_VtxIn.ibuffer.Format.strname = L"GL_UNSIGNED_INT"; break; } GLint curIdxBuf = 0; gl.glGetIntegerv(eGL_ELEMENT_ARRAY_BUFFER_BINDING, &curIdxBuf); void *ctx = m_ReplayCtx.ctx; pipe.m_VtxIn.ibuffer.Buffer = rm->GetOriginalID(rm->GetID(BufferRes(ctx, curIdxBuf))); // Vertex buffers and attributes GLint numVBufferBindings = 16; gl.glGetIntegerv(eGL_MAX_VERTEX_ATTRIB_BINDINGS, &numVBufferBindings); GLint numVAttribBindings = 16; gl.glGetIntegerv(eGL_MAX_VERTEX_ATTRIBS, &numVAttribBindings); create_array_uninit(pipe.m_VtxIn.vbuffers, numVBufferBindings); create_array_uninit(pipe.m_VtxIn.attributes, numVAttribBindings); for(GLuint i=0; i < (GLuint)numVBufferBindings; i++) { GLint vb = 0; gl.glGetIntegeri_v(eGL_VERTEX_BINDING_BUFFER, i, &vb); pipe.m_VtxIn.vbuffers[i].Buffer = rm->GetOriginalID(rm->GetID(BufferRes(ctx, vb))); gl.glGetIntegeri_v(eGL_VERTEX_BINDING_STRIDE, i, (GLint *)&pipe.m_VtxIn.vbuffers[i].Stride); gl.glGetIntegeri_v(eGL_VERTEX_BINDING_OFFSET, i, (GLint *)&pipe.m_VtxIn.vbuffers[i].Offset); gl.glGetIntegeri_v(eGL_VERTEX_BINDING_DIVISOR, i, (GLint *)&pipe.m_VtxIn.vbuffers[i].Divisor); pipe.m_VtxIn.vbuffers[i].PerInstance = (pipe.m_VtxIn.vbuffers[i].Divisor != 0); } for(GLuint i=0; i < (GLuint)numVAttribBindings; i++) { gl.glGetVertexAttribiv(i, eGL_VERTEX_ATTRIB_ARRAY_ENABLED, (GLint *)&pipe.m_VtxIn.attributes[i].Enabled); gl.glGetVertexAttribiv(i, eGL_VERTEX_ATTRIB_BINDING, (GLint *)&pipe.m_VtxIn.attributes[i].BufferSlot); gl.glGetVertexAttribiv(i, eGL_VERTEX_ATTRIB_RELATIVE_OFFSET, (GLint*)&pipe.m_VtxIn.attributes[i].RelativeOffset); GLenum type = eGL_FLOAT; GLint normalized = 0; gl.glGetVertexAttribiv(i, eGL_VERTEX_ATTRIB_ARRAY_TYPE, (GLint *)&type); gl.glGetVertexAttribiv(i, eGL_VERTEX_ATTRIB_ARRAY_NORMALIZED, &normalized); ResourceFormat fmt; fmt.special = false; fmt.compCount = 4; gl.glGetVertexAttribiv(i, eGL_VERTEX_ATTRIB_ARRAY_SIZE, (GLint *)&fmt.compCount); switch(type) { default: case eGL_BYTE: fmt.compByteWidth = 1; fmt.compType = normalized ? eCompType_SInt : eCompType_SNorm; fmt.strname = StringFormat::WFmt(L"GL_BYTE%d", fmt.compCount) + (normalized ? L"" : L"_SNORM"); break; case eGL_UNSIGNED_BYTE: fmt.compByteWidth = 1; fmt.compType = normalized ? eCompType_UInt : eCompType_UNorm; fmt.strname = StringFormat::WFmt(L"GL_UNSIGNED_BYTE%d", fmt.compCount) + (normalized ? L"" : L"_UNORM"); break; case eGL_SHORT: fmt.compByteWidth = 2; fmt.compType = normalized ? eCompType_SInt : eCompType_SNorm; fmt.strname = StringFormat::WFmt(L"GL_SHORT%d", fmt.compCount) + (normalized ? L"" : L"_SNORM"); break; case eGL_UNSIGNED_SHORT: fmt.compByteWidth = 2; fmt.compType = normalized ? eCompType_UInt : eCompType_UNorm; fmt.strname = StringFormat::WFmt(L"GL_UNSIGNED_SHORT%d", fmt.compCount) + (normalized ? L"" : L"_UNORM"); break; case eGL_INT: fmt.compByteWidth = 4; fmt.compType = normalized ? eCompType_SInt : eCompType_SNorm; fmt.strname = StringFormat::WFmt(L"GL_INT%d", fmt.compCount) + (normalized ? L"" : L"_SNORM"); break; case eGL_UNSIGNED_INT: fmt.compByteWidth = 4; fmt.compType = normalized ? eCompType_UInt : eCompType_UNorm; fmt.strname = StringFormat::WFmt(L"GL_UNSIGNED_INT%d", fmt.compCount) + (normalized ? L"" : L"_UNORM"); break; case eGL_FLOAT: fmt.compByteWidth = 4; fmt.compType = eCompType_Float; fmt.strname = StringFormat::WFmt(L"GL_FLOAT%d", fmt.compCount); break; case eGL_DOUBLE: fmt.compByteWidth = 8; fmt.compType = eCompType_Double; fmt.strname = StringFormat::WFmt(L"GL_DOUBLE%d", fmt.compCount); break; case eGL_HALF_FLOAT: fmt.compByteWidth = 2; fmt.compType = eCompType_Float; fmt.strname = StringFormat::WFmt(L"GL_HALF_FLOAT%d", fmt.compCount); break; case eGL_INT_2_10_10_10_REV: fmt.special = true; fmt.specialFormat = eSpecial_R10G10B10A2; fmt.compCount = 4; fmt.compType = eCompType_UInt; fmt.strname = L"GL_INT_2_10_10_10_REV"; break; case eGL_UNSIGNED_INT_2_10_10_10_REV: fmt.special = true; fmt.specialFormat = eSpecial_R10G10B10A2; fmt.compCount = 4; fmt.compType = eCompType_SInt; fmt.strname = L"eGL_UNSIGNED_INT_2_10_10_10_REV"; break; case eGL_UNSIGNED_INT_10F_11F_11F_REV: fmt.special = true; fmt.specialFormat = eSpecial_R11G11B10; fmt.compCount = 3; fmt.compType = eCompType_SInt; fmt.strname = L"eGL_UNSIGNED_INT_10F_11F_11F_REV"; break; } pipe.m_VtxIn.attributes[i].Format = fmt; } switch(m_pDriver->m_LastDrawMode) { default: pipe.m_VtxIn.Topology = eTopology_Unknown; break; case GL_POINTS: pipe.m_VtxIn.Topology = eTopology_PointList; break; case GL_LINE_STRIP: pipe.m_VtxIn.Topology = eTopology_LineStrip; break; case GL_LINE_LOOP: pipe.m_VtxIn.Topology = eTopology_LineLoop; break; case GL_LINES: pipe.m_VtxIn.Topology = eTopology_LineList; break; case GL_LINE_STRIP_ADJACENCY: pipe.m_VtxIn.Topology = eTopology_LineStrip_Adj; break; case GL_LINES_ADJACENCY: pipe.m_VtxIn.Topology = eTopology_LineList_Adj; break; case GL_TRIANGLE_STRIP: pipe.m_VtxIn.Topology = eTopology_TriangleStrip; break; case GL_TRIANGLE_FAN: pipe.m_VtxIn.Topology = eTopology_TriangleFan; break; case GL_TRIANGLES: pipe.m_VtxIn.Topology = eTopology_TriangleList; break; case GL_TRIANGLE_STRIP_ADJACENCY: pipe.m_VtxIn.Topology = eTopology_TriangleStrip_Adj; break; case GL_TRIANGLES_ADJACENCY: pipe.m_VtxIn.Topology = eTopology_TriangleList_Adj; break; case GL_PATCHES: { GLint patchCount = 3; gl.glGetIntegerv(eGL_PATCH_VERTICES, &patchCount); pipe.m_VtxIn.Topology = PrimitiveTopology(eTopology_PatchList_1CPs+patchCount); break; } } // Shader stages & Textures GLint numTexUnits = 8; gl.glGetIntegerv(eGL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &numTexUnits); create_array_uninit(pipe.Textures, numTexUnits); GLenum activeTexture = eGL_TEXTURE0; gl.glGetIntegerv(eGL_ACTIVE_TEXTURE, (GLint*)&activeTexture); pipe.m_VS.stage = eShaderStage_Vertex; pipe.m_TCS.stage = eShaderStage_Tess_Control; pipe.m_TES.stage = eShaderStage_Tess_Eval; pipe.m_GS.stage = eShaderStage_Geometry; pipe.m_FS.stage = eShaderStage_Fragment; pipe.m_CS.stage = eShaderStage_Compute; GLuint curProg = 0; gl.glGetIntegerv(eGL_CURRENT_PROGRAM, (GLint*)&curProg); if(curProg == 0) { pipe.m_VS.Shader = ResourceId(); pipe.m_FS.Shader = ResourceId(); for(GLint unit=0; unit < numTexUnits; unit++) { pipe.Textures[unit].FirstSlice = 0; pipe.Textures[unit].Resource = ResourceId(); } } else { auto &progDetails = m_pDriver->m_Programs[rm->GetID(ProgramRes(ctx, curProg))]; RDCASSERT(progDetails.shaders.size()); for(size_t i=0; i < progDetails.shaders.size(); i++) { if(m_pDriver->m_Shaders[ progDetails.shaders[i] ].type == eGL_VERTEX_SHADER) pipe.m_VS.Shader = rm->GetOriginalID(progDetails.shaders[i]); else if(m_pDriver->m_Shaders[ progDetails.shaders[i] ].type == eGL_FRAGMENT_SHADER) pipe.m_FS.Shader = rm->GetOriginalID(progDetails.shaders[i]); } // GL is ass-backwards in its handling of texture units. When a shader is active // the types in the glsl samplers inform which targets are used from which texture units // // So texture unit 5 can have a 2D bound (texture 52) and a Cube bound (texture 77). // * if a uniform sampler2D has value 5 then the 2D texture is used, and we sample from 52 // * if a uniform samplerCube has value 5 then the Cube texture is used, and we sample from 77 // It's illegal for both a sampler2D and samplerCube to both have the same value (or any two // different types). It makes it all rather pointless and needlessly complex. // // What we have to do then, is consider the program, look at the values of the uniforms, and // then get the appropriate current binding based on the uniform type. We can warn/alert the // user if we hit the illegal case of two uniforms with different types but the same value // // Handling is different if no shaders are active, but we don't consider that case. // prefetch uniform values in GetShader() ShaderReflection *refls[6]; for(size_t s=0; s < progDetails.shaders.size(); s++) refls[s] = GetShader(progDetails.shaders[s]); for(GLint unit=0; unit < numTexUnits; unit++) { GLenum binding = eGL_UNKNOWN_ENUM; GLenum target = eGL_UNKNOWN_ENUM; for(size_t s=0; s < progDetails.shaders.size(); s++) { if(refls[s] == NULL) continue; for(int32_t r=0; r < refls[s]->Resources.count; r++) { // bindPoint is the uniform value for this sampler if(refls[s]->Resources[r].bindPoint == (uint32_t)unit) { GLenum t = eGL_UNKNOWN_ENUM; switch(refls[s]->Resources[r].resType) { case eResType_None: t = eGL_UNKNOWN_ENUM; break; case eResType_Buffer: t = eGL_TEXTURE_BINDING_BUFFER; break; case eResType_Texture1D: t = eGL_TEXTURE_BINDING_1D; target = eGL_TEXTURE_1D; break; case eResType_Texture1DArray: t = eGL_TEXTURE_BINDING_1D_ARRAY; target = eGL_TEXTURE_1D_ARRAY; break; case eResType_Texture2D: t = eGL_TEXTURE_BINDING_2D; target = eGL_TEXTURE_2D; break; case eResType_Texture2DArray: t = eGL_TEXTURE_BINDING_2D_ARRAY; target = eGL_TEXTURE_2D_ARRAY; break; case eResType_Texture2DMS: t = eGL_TEXTURE_BINDING_2D_MULTISAMPLE; target = eGL_TEXTURE_2D_MULTISAMPLE; break; case eResType_Texture2DMSArray: t = eGL_TEXTURE_BINDING_2D_MULTISAMPLE_ARRAY; target = eGL_TEXTURE_2D_MULTISAMPLE_ARRAY; break; case eResType_Texture3D: t = eGL_TEXTURE_BINDING_3D; target = eGL_TEXTURE_3D; break; case eResType_TextureCube: t = eGL_TEXTURE_BINDING_CUBE_MAP; target = eGL_TEXTURE_CUBE_MAP; break; case eResType_TextureCubeArray: t = eGL_TEXTURE_BINDING_CUBE_MAP_ARRAY; target = eGL_TEXTURE_CUBE_MAP_ARRAY; break; } if(binding == eGL_UNKNOWN_ENUM) { binding = t; } else if(binding == t) { // two uniforms with the same type pointing to the same slot is fine binding = t; } else if(binding != t) { RDCWARN("Two uniforms pointing to texture unit %d with types %s and %s", unit, ToStr::Get(binding).c_str(), ToStr::Get(t).c_str()); } } } } if(binding != eGL_UNKNOWN_ENUM) { gl.glActiveTexture(GLenum(eGL_TEXTURE0+unit)); GLuint tex; gl.glGetIntegerv(binding, (GLint *)&tex); // very bespoke/specific GLint firstSlice = 0; gl.glGetTexParameteriv(target, eGL_TEXTURE_VIEW_MIN_LEVEL, &firstSlice); pipe.Textures[unit].Resource = rm->GetOriginalID(rm->GetID(TextureRes(ctx, tex))); pipe.Textures[unit].FirstSlice = (uint32_t)firstSlice; } else { // what should we do in this case? there could be something bound just not used, // it'd be nice to return that } } } gl.glActiveTexture(activeTexture); GLuint curFBO = 0; gl.glGetIntegerv(eGL_DRAW_FRAMEBUFFER_BINDING, (GLint*)&curFBO); GLint numCols = 8; gl.glGetIntegerv(eGL_MAX_COLOR_ATTACHMENTS, &numCols); GLuint curCol[32] = { 0 }; GLuint curDepth = 0; GLuint curStencil = 0; RDCASSERT(numCols <= 32); // we should never bind the true default framebuffer - if the app did, we will have our fake bound RDCASSERT(curFBO != 0); { for(GLint i=0; i < numCols; i++) gl.glGetFramebufferAttachmentParameteriv(eGL_DRAW_FRAMEBUFFER, GLenum(eGL_COLOR_ATTACHMENT0+i), eGL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME, (GLint*)&curCol[i]); gl.glGetFramebufferAttachmentParameteriv(eGL_DRAW_FRAMEBUFFER, eGL_DEPTH_ATTACHMENT, eGL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME, (GLint*)&curDepth); gl.glGetFramebufferAttachmentParameteriv(eGL_DRAW_FRAMEBUFFER, eGL_STENCIL_ATTACHMENT, eGL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME, (GLint*)&curStencil); } pipe.m_FB.FBO = rm->GetOriginalID(rm->GetID(FramebufferRes(ctx, curFBO))); create_array_uninit(pipe.m_FB.Color, numCols); for(GLint i=0; i < numCols; i++) pipe.m_FB.Color[i] = rm->GetOriginalID(rm->GetID(TextureRes(ctx, curCol[i]))); pipe.m_FB.Depth = rm->GetOriginalID(rm->GetID(TextureRes(ctx, curDepth))); pipe.m_FB.Stencil = rm->GetOriginalID(rm->GetID(TextureRes(ctx, curStencil))); } void GLReplay::FillCBufferVariables(ResourceId shader, uint32_t cbufSlot, vector &outvars, const vector &data) { WrappedOpenGL &gl = *m_pDriver; MakeCurrentReplayContext(&m_ReplayCtx); GLuint curProg = 0; gl.glGetIntegerv(eGL_CURRENT_PROGRAM, (GLint*)&curProg); auto &progDetails = m_pDriver->m_Programs[m_pDriver->GetResourceManager()->GetID(ProgramRes(m_ReplayCtx.ctx, curProg))]; auto &shaderDetails = m_pDriver->m_Shaders[shader]; GLint numUniforms = 0; gl.glGetProgramInterfaceiv(curProg, eGL_UNIFORM, eGL_ACTIVE_RESOURCES, &numUniforms); const size_t numProps = 6; GLenum resProps[numProps] = { eGL_REFERENCED_BY_VERTEX_SHADER, eGL_TYPE, eGL_NAME_LENGTH, eGL_LOCATION, eGL_BLOCK_INDEX, eGL_ARRAY_SIZE, }; if(shaderDetails.type == eGL_VERTEX_SHADER) resProps[0] = eGL_REFERENCED_BY_VERTEX_SHADER; if(shaderDetails.type == eGL_TESS_CONTROL_SHADER) resProps[0] = eGL_REFERENCED_BY_TESS_CONTROL_SHADER; if(shaderDetails.type == eGL_TESS_EVALUATION_SHADER) resProps[0] = eGL_REFERENCED_BY_TESS_EVALUATION_SHADER; if(shaderDetails.type == eGL_GEOMETRY_SHADER) resProps[0] = eGL_REFERENCED_BY_GEOMETRY_SHADER; if(shaderDetails.type == eGL_FRAGMENT_SHADER) resProps[0] = eGL_REFERENCED_BY_FRAGMENT_SHADER; if(shaderDetails.type == eGL_COMPUTE_SHADER) resProps[0] = eGL_REFERENCED_BY_COMPUTE_SHADER; for(GLint u=0; u < numUniforms; u++) { GLint values[numProps]; gl.glGetProgramResourceiv(curProg, eGL_UNIFORM, u, numProps, resProps, numProps, NULL, values); if(values[0] == GL_FALSE) continue; // don't look at block uniforms just yet if(values[4] != -1) continue; ShaderVariable var; RDCASSERT(values[5] <= 1); // don't handle arrays yet if(values[1] == GL_FLOAT_VEC4) { var.type = eVar_Float; var.columns = 4; var.rows = 1; gl.glGetUniformfv(curProg, values[3], var.value.fv); } else if(values[1] == GL_FLOAT_VEC3) { var.type = eVar_Float; var.columns = 3; var.rows = 1; gl.glGetUniformfv(curProg, values[3], var.value.fv); } else if(values[1] == GL_FLOAT_MAT4) { var.type = eVar_Float; var.columns = 4; var.rows = 4; gl.glGetUniformfv(curProg, values[3], var.value.fv); } else { continue; } 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 outvars.push_back(var); } } #pragma endregion bool GLReplay::GetMinMax(ResourceId texid, uint32_t sliceFace, uint32_t mip, float *minval, float *maxval) { RDCUNIMPLEMENTED("GetMinMax"); return false; } bool GLReplay::GetHistogram(ResourceId texid, uint32_t sliceFace, uint32_t mip, float minval, float maxval, bool channels[4], vector &histogram) { RDCUNIMPLEMENTED("GetHistogram"); return false; } void GLReplay::InitPostVSBuffers(uint32_t frameID, uint32_t eventID) { GLNOTIMP("GLReplay::InitPostVSBuffers"); } vector GLReplay::GetUsage(ResourceId id) { GLNOTIMP("GetUsage"); return vector(); } void GLReplay::SetContextFilter(ResourceId id, uint32_t firstDefEv, uint32_t lastDefEv) { RDCUNIMPLEMENTED("SetContextFilter"); } void GLReplay::FreeTargetResource(ResourceId id) { RDCUNIMPLEMENTED("FreeTargetResource"); } void GLReplay::FreeCustomShader(ResourceId id) { RDCUNIMPLEMENTED("FreeCustomShader"); } PostVSMeshData GLReplay::GetPostVSBuffers(uint32_t frameID, uint32_t eventID, MeshDataStage stage) { PostVSMeshData ret; RDCEraseEl(ret); GLNOTIMP("GLReplay::GetPostVSBuffers"); return ret; } byte *GLReplay::GetTextureData(ResourceId tex, uint32_t arrayIdx, uint32_t mip, size_t &dataSize) { RDCUNIMPLEMENTED("GetTextureData"); return NULL; } void GLReplay::ReplaceResource(ResourceId from, ResourceId to) { RDCUNIMPLEMENTED("ReplaceResource"); } void GLReplay::RemoveReplacement(ResourceId id) { RDCUNIMPLEMENTED("RemoveReplacement"); } void GLReplay::TimeDrawcalls(rdctype::array &arr) { RDCUNIMPLEMENTED("TimeDrawcalls"); } bool GLReplay::SaveTexture(ResourceId tex, uint32_t saveMip, wstring path) { RDCUNIMPLEMENTED("SaveTexture"); return false; } void GLReplay::BuildTargetShader(string source, string entry, const uint32_t compileFlags, ShaderStageType type, ResourceId *id, string *errors) { RDCUNIMPLEMENTED("BuildTargetShader"); } void GLReplay::BuildCustomShader(string source, string entry, const uint32_t compileFlags, ShaderStageType type, ResourceId *id, string *errors) { RDCUNIMPLEMENTED("BuildCustomShader"); } vector GLReplay::PixelHistory(uint32_t frameID, vector events, ResourceId target, uint32_t x, uint32_t y) { RDCUNIMPLEMENTED("GLReplay::PixelHistory"); return vector(); } ShaderDebugTrace GLReplay::DebugVertex(uint32_t frameID, uint32_t eventID, uint32_t vertid, uint32_t instid, uint32_t idx, uint32_t instOffset, uint32_t vertOffset) { RDCUNIMPLEMENTED("DebugVertex"); return ShaderDebugTrace(); } ShaderDebugTrace GLReplay::DebugPixel(uint32_t frameID, uint32_t eventID, uint32_t x, uint32_t y) { RDCUNIMPLEMENTED("DebugPixel"); return ShaderDebugTrace(); } ShaderDebugTrace GLReplay::DebugThread(uint32_t frameID, uint32_t eventID, uint32_t groupid[3], uint32_t threadid[3]) { RDCUNIMPLEMENTED("DebugThread"); return ShaderDebugTrace(); } ResourceId GLReplay::ApplyCustomShader(ResourceId shader, ResourceId texid, uint32_t mip) { RDCUNIMPLEMENTED("ApplyCustomShader"); return ResourceId(); } ResourceId GLReplay::CreateProxyTexture( FetchTexture templateTex ) { RDCUNIMPLEMENTED("CreateProxyTexture"); return ResourceId(); } void GLReplay::SetProxyTextureData(ResourceId texid, uint32_t arrayIdx, uint32_t mip, byte *data, size_t dataSize) { RDCUNIMPLEMENTED("SetProxyTextureData"); } const GLHookSet &GetRealFunctions(); // defined in gl_replay_.cpp ReplayCreateStatus GL_CreateReplayDevice(const wchar_t *logfile, IReplayDriver **driver); static DriverRegistration GLDriverRegistration(RDC_OpenGL, L"OpenGL", &GL_CreateReplayDevice);