/****************************************************************************** * The MIT License (MIT) * * Copyright (c) 2018-2019 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 "driver/gl/gl_common.h" #include "driver/gl/gl_dispatch_table.h" #include "driver/gl/gl_dispatch_table_defs.h" #include "driver/gl/gl_driver.h" #include "hooks/hooks.h" #if ENABLED(RDOC_POSIX) #include #endif // don't want these definitions, the only place we'll use these is as parameter/variable names #ifdef near #undef near #endif #ifdef far #undef far #endif class GLHook : LibraryHook { public: GLHook() { #if ENABLED(RDOC_POSIX) // default to RTLD_NEXT for GL lookups if we haven't gotten a more specific library handle handle = RTLD_NEXT; #endif } void RegisterHooks(); void *GetUnsupportedFunction(const char *name); void *handle = NULL; WrappedOpenGL *driver = NULL; bool enabled = false; } glhook; #if ENABLED(RDOC_DEVEL) struct ScopedPrinter { ScopedPrinter(const char *f) : func(f) { // RDCLOG("Entering %s", func); depth++; if(depth > 100) RDCFATAL("Infinite recursion detected!"); } ~ScopedPrinter() { // RDCLOG("Exiting %s", func); depth--; } const char *func = NULL; static int depth; }; int ScopedPrinter::depth = 0; // This checks that we're not infinite looping by calling our own hooks from ourselves. Mostly // useful on android where you can only debug by printf and the stack dumps are often corrupted when // the callstack overflows. #define SCOPED_GLCALL(funcname) \ SCOPED_LOCK(glLock); \ gl_CurChunk = GLChunk::funcname; \ ScopedPrinter CONCAT(scopedprint, __LINE__)(STRINGIZE(funcname)); #else #define SCOPED_GLCALL(funcname) \ SCOPED_LOCK(glLock); \ gl_CurChunk = GLChunk::funcname; #endif void SetDriverForHooks(WrappedOpenGL *driver) { glhook.driver = driver; } #if ENABLED(RDOC_WIN32) void EnableGLHooks() { glhook.enabled = true; } // if we were injected and aren't ready to capture, skip out and call the real function #define UNINIT_CALL(function, ...) \ if(!glhook.enabled) \ { \ if(GL.function == NULL) \ RDCERR("No function pointer for '%s' while uninitialised!", STRINGIZE(function)); \ return GL.function(__VA_ARGS__); \ } #else // nothing to do - we always assume we are ready to capture #define UNINIT_CALL(function, ...) #endif DefineSupportedHooks(); DefineUnsupportedHooks(); // these functions we provide ourselves, so we should return our hook even if there's no onward // implementation. bool FullyImplementedFunction(const char *funcname) { return !strcmp(funcname, "glFrameTerminatorGREMEDY") || !strcmp(funcname, "glStringMarkerGREMEDY"); } void *HookedGetProcAddress(const char *func, void *realFunc) { #define CheckFunction(function, name) \ if(!strcmp(func, STRINGIZE(name))) \ { \ if(GL.function == NULL) \ GL.function = (decltype(GL.function))realFunc; \ return (void *)&CONCAT(function, _renderdoc_hooked); \ } #define CheckUnsupported(function) \ if(!strcmp(func, STRINGIZE(function))) \ { \ CONCAT(unsupported_real_, function) = (CONCAT(function, _hooktype))realFunc; \ return (void *)&CONCAT(function, _renderdoc_hooked); \ } ForEachSupported(CheckFunction); ForEachUnsupported(CheckUnsupported); // for any other function, if it's not a core or extension function we know about, // return the real function pointer as this may be something internal RDCDEBUG("Returning real pointer for entirely unknown function '%s': %p", func, realFunc); return realFunc; } void *GLHook::GetUnsupportedFunction(const char *name) { void *ret = Process::GetFunctionAddress(handle, name); if(ret) return ret; RDCERR("Couldn't find real pointer for %s - will crash", name); return NULL; } void GLDispatchTable::PopulateWithCallback(PlatformGetProcAddr lookupFunc) { #define HookFunc(function, name) \ if(GL.function == NULL) \ { \ ScopedSuppressHooking suppress; \ GL.function = (decltype(GL.function))lookupFunc((const char *)STRINGIZE(name)); \ } ForEachSupported(HookFunc); } static void GLHooked(void *handle) { // store the handle for any unimplemented functions that need to look up their onward // pointers glhook.handle = handle; } void GLHook::RegisterHooks() { RDCLOG("Registering OpenGL hooks"); // pick the 'primary' library we consider GL functions to come from. This is mostly important on // windows, since hooks are library-specific, but on other platforms it's simply where we expect // most to come from for fetching. The rest can be collected with the platform's GetProcAddress #if ENABLED(RDOC_WIN32) const char *libraryName = "opengl32.dll"; #elif ENABLED(RDOC_ANDROID) const char *libraryName = "libEGL.so"; #elif ENABLED(RDOC_APPLE) const char *libraryName = "/System/Library/Frameworks/OpenGL.framework/Versions/Current/OpenGL"; #else const char *libraryName = "libGL.so.1"; #endif LibraryHooks::RegisterLibraryHook(libraryName, &GLHooked); #define RegisterFunc(func, name) \ LibraryHooks::RegisterFunctionHook( \ libraryName, \ FunctionHook(STRINGIZE(name), (void **)&GL.func, (void *)&CONCAT(func, _renderdoc_hooked))); ForEachSupported(RegisterFunc); #if ENABLED(RDOC_WIN32) if(ShouldHookEGL()) { // on windows where hooking is per-library, we also need to register these hooks for any GLES2/3 // wrapper library, when GLES support is enabled. libraryName = "libGLESv2.dll"; ForEachSupported(RegisterFunc); } #endif } #if ENABLED(RDOC_APPLE) #include "apple_gl_hook_defs.h" #endif