Files
renderdoc/renderdoc/driver/gl/wrappers/gl_buffer_funcs.cpp
T
baldurk 2573dffde7 Remove MAP_UNSYNCHRONIZED_BIT from GL persistent maps
* This is required because we add MAP_READ_BIT and the spec doesn't allow maps
  that are both unsynchronized and reading.
* Also add a test for unsynchronised persistent maps, and update the
  GL_Buffer_Updates test to not require a reference image but check each quad
  individually for the expected colour.
2019-05-22 12:04:33 +01:00

5190 lines
178 KiB
C++

/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 2015-2019 Baldur Karlsson
* 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_driver.h"
#include "3rdparty/tinyfiledialogs/tinyfiledialogs.h"
#include "common/common.h"
#include "strings/string_utils.h"
enum GLbufferbitfield
{
};
DECLARE_REFLECTION_ENUM(GLbufferbitfield);
template <>
rdcstr DoStringise(const GLbufferbitfield &el)
{
RDCCOMPILE_ASSERT(sizeof(GLbufferbitfield) == sizeof(GLbitfield) &&
sizeof(GLbufferbitfield) == sizeof(uint32_t),
"Fake bitfield enum must be uint32_t sized");
BEGIN_BITFIELD_STRINGISE(GLbufferbitfield);
{
STRINGISE_BITFIELD_BIT(GL_DYNAMIC_STORAGE_BIT);
STRINGISE_BITFIELD_BIT(GL_MAP_READ_BIT);
STRINGISE_BITFIELD_BIT(GL_MAP_WRITE_BIT);
STRINGISE_BITFIELD_BIT(GL_MAP_PERSISTENT_BIT);
STRINGISE_BITFIELD_BIT(GL_MAP_COHERENT_BIT);
STRINGISE_BITFIELD_BIT(GL_MAP_INVALIDATE_BUFFER_BIT);
STRINGISE_BITFIELD_BIT(GL_MAP_INVALIDATE_RANGE_BIT);
STRINGISE_BITFIELD_BIT(GL_MAP_FLUSH_EXPLICIT_BIT);
STRINGISE_BITFIELD_BIT(GL_MAP_UNSYNCHRONIZED_BIT);
STRINGISE_BITFIELD_BIT(GL_CLIENT_STORAGE_BIT);
}
END_BITFIELD_STRINGISE();
}
#pragma region Buffers
template <typename SerialiserType>
bool WrappedOpenGL::Serialise_glGenBuffers(SerialiserType &ser, GLsizei n, GLuint *buffers)
{
SERIALISE_ELEMENT(n);
SERIALISE_ELEMENT_LOCAL(buffer, GetResourceManager()->GetID(BufferRes(GetCtx(), *buffers)))
.TypedAs("GLResource"_lit);
SERIALISE_CHECK_READ_ERRORS();
if(IsReplayingAndReading())
{
GLuint real = 0;
GL.glGenBuffers(1, &real);
GLResource res = BufferRes(GetCtx(), real);
ResourceId live = m_ResourceManager->RegisterResource(res);
GetResourceManager()->AddLiveResource(buffer, res);
AddResource(buffer, ResourceType::Buffer, "Buffer");
m_Buffers[live].resource = res;
m_Buffers[live].curType = eGL_NONE;
m_Buffers[live].creationFlags = BufferCategory::NoFlags;
}
return true;
}
void WrappedOpenGL::glGenBuffers(GLsizei n, GLuint *buffers)
{
SERIALISE_TIME_CALL(GL.glGenBuffers(n, buffers));
for(GLsizei i = 0; i < n; i++)
{
GLResource res = BufferRes(GetCtx(), buffers[i]);
ResourceId id = GetResourceManager()->RegisterResource(res);
if(IsCaptureMode(m_State))
{
Chunk *chunk = NULL;
{
USE_SCRATCH_SERIALISER();
SCOPED_SERIALISE_CHUNK(gl_CurChunk);
Serialise_glGenBuffers(ser, 1, buffers + i);
chunk = scope.Get();
}
GLResourceRecord *record = GetResourceManager()->AddResourceRecord(id);
RDCASSERT(record);
record->AddChunk(chunk);
}
else
{
GetResourceManager()->AddLiveResource(id, res);
m_Buffers[id].resource = res;
m_Buffers[id].curType = eGL_NONE;
m_Buffers[id].creationFlags = BufferCategory::NoFlags;
}
}
}
template <typename SerialiserType>
bool WrappedOpenGL::Serialise_glCreateBuffers(SerialiserType &ser, GLsizei n, GLuint *buffers)
{
SERIALISE_ELEMENT(n);
SERIALISE_ELEMENT_LOCAL(buffer, GetResourceManager()->GetID(BufferRes(GetCtx(), *buffers)))
.TypedAs("GLResource"_lit);
SERIALISE_CHECK_READ_ERRORS();
if(IsReplayingAndReading())
{
GLuint real = 0;
GL.glCreateBuffers(1, &real);
GLResource res = BufferRes(GetCtx(), real);
ResourceId live = m_ResourceManager->RegisterResource(res);
GetResourceManager()->AddLiveResource(buffer, res);
AddResource(buffer, ResourceType::Buffer, "Buffer");
m_Buffers[live].resource = res;
m_Buffers[live].curType = eGL_NONE;
m_Buffers[live].creationFlags = BufferCategory::NoFlags;
}
return true;
}
void WrappedOpenGL::glCreateBuffers(GLsizei n, GLuint *buffers)
{
SERIALISE_TIME_CALL(GL.glCreateBuffers(n, buffers));
for(GLsizei i = 0; i < n; i++)
{
GLResource res = BufferRes(GetCtx(), buffers[i]);
ResourceId id = GetResourceManager()->RegisterResource(res);
if(IsCaptureMode(m_State))
{
Chunk *chunk = NULL;
{
USE_SCRATCH_SERIALISER();
SCOPED_SERIALISE_CHUNK(gl_CurChunk);
Serialise_glCreateBuffers(ser, 1, buffers + i);
chunk = scope.Get();
}
GLResourceRecord *record = GetResourceManager()->AddResourceRecord(id);
RDCASSERT(record);
record->AddChunk(chunk);
}
else
{
GetResourceManager()->AddLiveResource(id, res);
m_Buffers[id].resource = res;
m_Buffers[id].curType = eGL_NONE;
m_Buffers[id].creationFlags = BufferCategory::NoFlags;
}
}
}
template <typename SerialiserType>
bool WrappedOpenGL::Serialise_glBindBuffer(SerialiserType &ser, GLenum target, GLuint bufferHandle)
{
SERIALISE_ELEMENT(target);
SERIALISE_ELEMENT_LOCAL(buffer, BufferRes(GetCtx(), bufferHandle));
SERIALISE_CHECK_READ_ERRORS();
if(IsReplayingAndReading())
{
if(target == eGL_NONE)
{
// ...
}
else if(buffer.name == 0)
{
GL.glBindBuffer(target, 0);
}
else
{
// if we're just loading, make sure not to trample state (e.g. element array buffer
// binding in a VAO), since this is just a bind-to-create chunk.
GLuint prevbuf = 0;
if(IsLoading(m_State) && m_CurEventID == 0 && target != eGL_NONE)
GL.glGetIntegerv(BufferBinding(target), (GLint *)&prevbuf);
GL.glBindBuffer(target, buffer.name);
m_Buffers[GetResourceManager()->GetID(buffer)].curType = target;
m_Buffers[GetResourceManager()->GetID(buffer)].creationFlags |= MakeBufferCategory(target);
if(IsLoading(m_State) && m_CurEventID == 0 && target != eGL_NONE)
GL.glBindBuffer(target, prevbuf);
}
AddResourceInitChunk(buffer);
}
return true;
}
void WrappedOpenGL::glBindBuffer(GLenum target, GLuint buffer)
{
SERIALISE_TIME_CALL(GL.glBindBuffer(target, buffer));
ContextData &cd = GetCtxData();
size_t idx = BufferIdx(target);
if(IsActiveCapturing(m_State))
{
Chunk *chunk = NULL;
if(buffer == 0)
cd.m_BufferRecord[idx] = NULL;
else
cd.m_BufferRecord[idx] = GetResourceManager()->GetResourceRecord(BufferRes(GetCtx(), buffer));
{
USE_SCRATCH_SERIALISER();
SCOPED_SERIALISE_CHUNK(gl_CurChunk);
Serialise_glBindBuffer(ser, target, buffer);
if(cd.m_BufferRecord[idx])
cd.m_BufferRecord[idx]->datatype = target;
chunk = scope.Get();
}
if(buffer)
{
FrameRefType refType = eFrameRef_Read;
// these targets write to the buffer
if(target == eGL_ATOMIC_COUNTER_BUFFER || target == eGL_COPY_WRITE_BUFFER ||
target == eGL_PIXEL_PACK_BUFFER || target == eGL_SHADER_STORAGE_BUFFER ||
target == eGL_TRANSFORM_FEEDBACK_BUFFER)
refType = eFrameRef_ReadBeforeWrite;
GetResourceManager()->MarkResourceFrameReferenced(cd.m_BufferRecord[idx]->GetResourceID(),
refType);
}
// binding this buffer mutates VAO state, mark it as written.
if(target == eGL_ELEMENT_ARRAY_BUFFER)
{
GLResourceRecord *varecord = cd.m_VertexArrayRecord;
if(varecord)
GetResourceManager()->MarkVAOReferenced(varecord->Resource, eFrameRef_ReadBeforeWrite);
}
// binding this buffer mutates XFB state, mark it as written.
if(target == eGL_TRANSFORM_FEEDBACK_BUFFER)
{
GLResourceRecord *xfbrecord = cd.m_FeedbackRecord;
if(xfbrecord)
GetResourceManager()->MarkResourceFrameReferenced(xfbrecord->Resource,
eFrameRef_ReadBeforeWrite);
}
GetContextRecord()->AddChunk(chunk);
}
if(buffer == 0)
{
cd.m_BufferRecord[idx] = NULL;
return;
}
if(IsCaptureMode(m_State))
{
GLResourceRecord *r = cd.m_BufferRecord[idx] =
GetResourceManager()->GetResourceRecord(BufferRes(GetCtx(), buffer));
if(!r)
{
RDCERR("Invalid/unrecognised buffer passed: glBindBuffer(%s, %u)", ToStr(target).c_str(),
buffer);
return;
}
// it's legal to re-type buffers, generate another BindBuffer chunk to rename
if(r->datatype != target)
{
Chunk *chunk = NULL;
r->LockChunks();
for(;;)
{
Chunk *end = r->GetLastChunk();
if(end->GetChunkType<GLChunk>() == GLChunk::glBindBuffer ||
end->GetChunkType<GLChunk>() == GLChunk::glBindBufferARB)
{
SAFE_DELETE(end);
r->PopChunk();
continue;
}
break;
}
r->UnlockChunks();
r->datatype = target;
{
USE_SCRATCH_SERIALISER();
SCOPED_SERIALISE_CHUNK(gl_CurChunk);
Serialise_glBindBuffer(ser, target, buffer);
chunk = scope.Get();
}
r->AddChunk(chunk);
}
// element array buffer binding is vertex array record state, record there (if we've not just
// stopped)
if(IsBackgroundCapturing(m_State) && target == eGL_ELEMENT_ARRAY_BUFFER &&
RecordUpdateCheck(cd.m_VertexArrayRecord))
{
GLuint vao = cd.m_VertexArrayRecord->Resource.name;
// use glVertexArrayElementBuffer to ensure the vertex array is bound when we bind the
// element buffer
USE_SCRATCH_SERIALISER();
SCOPED_SERIALISE_CHUNK(GLChunk::glVertexArrayElementBuffer);
Serialise_glVertexArrayElementBuffer(ser, vao, buffer);
cd.m_VertexArrayRecord->AddChunk(scope.Get());
}
// store as transform feedback record state
if(IsBackgroundCapturing(m_State) && target == eGL_TRANSFORM_FEEDBACK_BUFFER &&
RecordUpdateCheck(cd.m_FeedbackRecord))
{
GLuint feedback = cd.m_FeedbackRecord->Resource.name;
// use glTransformFeedbackBufferBase to ensure the feedback object is bound when we bind the
// buffer
USE_SCRATCH_SERIALISER();
SCOPED_SERIALISE_CHUNK(GLChunk::glTransformFeedbackBufferBase);
Serialise_glTransformFeedbackBufferBase(ser, feedback, 0, buffer);
cd.m_FeedbackRecord->AddChunk(scope.Get());
}
// immediately consider buffers bound to transform feedbacks/SSBOs/atomic counters as dirty
if(target == eGL_TRANSFORM_FEEDBACK_BUFFER || target == eGL_SHADER_STORAGE_BUFFER ||
target == eGL_ATOMIC_COUNTER_BUFFER)
{
GetResourceManager()->MarkDirtyResource(r->GetResourceID());
}
}
else
{
m_Buffers[GetResourceManager()->GetID(BufferRes(GetCtx(), buffer))].curType = target;
m_Buffers[GetResourceManager()->GetID(BufferRes(GetCtx(), buffer))].creationFlags |=
MakeBufferCategory(target);
}
}
template <typename SerialiserType>
bool WrappedOpenGL::Serialise_glNamedBufferStorageEXT(SerialiserType &ser, GLuint bufferHandle,
GLsizeiptr size, const void *data,
GLbitfield flags)
{
SERIALISE_ELEMENT_LOCAL(buffer, BufferRes(GetCtx(), bufferHandle));
SERIALISE_ELEMENT_LOCAL(bytesize, (uint64_t)size);
SERIALISE_ELEMENT_ARRAY(data, bytesize);
if(ser.IsWriting())
{
uint64_t offs = ser.GetWriter()->GetOffset() - bytesize;
RDCASSERT((offs % 64) == 0);
GLResourceRecord *record = GetResourceManager()->GetResourceRecord(buffer);
RDCASSERT(record);
record->SetDataOffset(offs);
}
SERIALISE_ELEMENT_TYPED(GLbufferbitfield, flags);
SERIALISE_CHECK_READ_ERRORS();
if(IsReplayingAndReading())
{
// remove persistent flag - we will never persistently map so this is a nice
// hint. It helps especially when self-hosting, as we don't want tons of
// overhead added when we won't use it.
flags &= ~GL_MAP_PERSISTENT_BIT;
// can't have coherent without persistent, so remove as well
flags &= ~GL_MAP_COHERENT_BIT;
flags |= GL_MAP_READ_BIT;
GL.glNamedBufferStorageEXT(buffer.name, (GLsizeiptr)bytesize, data, flags);
m_Buffers[GetResourceManager()->GetID(buffer)].size = bytesize;
AddResourceInitChunk(buffer);
}
return true;
}
void WrappedOpenGL::Common_glNamedBufferStorageEXT(ResourceId id, GLsizeiptr size, const void *data,
GLbitfield flags)
{
if(IsCaptureMode(m_State))
{
GLResourceRecord *record = GetResourceManager()->GetResourceRecord(id);
RDCASSERTMSG("Couldn't identify object used in function. Unbound or bad GLuint?", record);
if(record == NULL)
return;
USE_SCRATCH_SERIALISER();
SCOPED_SERIALISE_CHUNK(gl_CurChunk);
Serialise_glNamedBufferStorageEXT(ser, record->Resource.name, size, data, flags);
Chunk *chunk = scope.Get();
{
record->AddChunk(chunk);
record->SetDataPtr(chunk->GetData());
record->Length = (int32_t)size;
record->DataInSerialiser = true;
}
}
else
{
m_Buffers[id].size = size;
}
}
void WrappedOpenGL::glNamedBufferStorageEXT(GLuint buffer, GLsizeiptr size, const void *data,
GLbitfield flags)
{
byte *dummy = NULL;
if(IsCaptureMode(m_State) && data == NULL)
{
dummy = new byte[size];
memset(dummy, RenderDoc::Inst().GetCaptureOptions().verifyBufferAccess ? 0xdd : 0x0, size);
data = dummy;
GLResourceRecord *record = GetResourceManager()->GetResourceRecord(BufferRes(GetCtx(), buffer));
if(record)
record->Map.orphaned = true;
}
GLbitfield origflags = flags;
// if we're persistently writing, we want to be able to read as well, enable that.
uint32_t persistentWriteFlags = GL_MAP_PERSISTENT_BIT | GL_MAP_WRITE_BIT;
if((flags & persistentWriteFlags) == persistentWriteFlags)
flags |= GL_MAP_READ_BIT;
SERIALISE_TIME_CALL(GL.glNamedBufferStorageEXT(buffer, size, data, flags));
Common_glNamedBufferStorageEXT(GetResourceManager()->GetID(BufferRes(GetCtx(), buffer)), size,
data, origflags);
SAFE_DELETE_ARRAY(dummy);
}
void WrappedOpenGL::glNamedBufferStorage(GLuint buffer, GLsizeiptr size, const void *data,
GLbitfield flags)
{
// only difference to EXT function is size parameter, so just upcast
glNamedBufferStorageEXT(buffer, size, data, flags);
}
void WrappedOpenGL::glBufferStorage(GLenum target, GLsizeiptr size, const void *data, GLbitfield flags)
{
byte *dummy = NULL;
if(IsCaptureMode(m_State) && data == NULL)
{
dummy = new byte[size];
memset(dummy, RenderDoc::Inst().GetCaptureOptions().verifyBufferAccess ? 0xdd : 0x0, size);
data = dummy;
GLResourceRecord *record = GetCtxData().m_BufferRecord[BufferIdx(target)];
if(record)
record->Map.orphaned = true;
}
GLbitfield origflags = flags;
// if we're persistently writing, we want to be able to read as well, enable that.
uint32_t persistentWriteFlags = GL_MAP_PERSISTENT_BIT | GL_MAP_WRITE_BIT;
if((flags & persistentWriteFlags) == persistentWriteFlags)
flags |= GL_MAP_READ_BIT;
SERIALISE_TIME_CALL(GL.glBufferStorage(target, size, data, flags));
if(IsCaptureMode(m_State))
Common_glNamedBufferStorageEXT(GetCtxData().m_BufferRecord[BufferIdx(target)]->GetResourceID(),
size, data, origflags);
else
RDCERR("Internal buffers should be allocated via dsa interfaces");
SAFE_DELETE_ARRAY(dummy);
}
template <typename SerialiserType>
bool WrappedOpenGL::Serialise_glNamedBufferDataEXT(SerialiserType &ser, GLuint bufferHandle,
GLsizeiptr size, const void *data, GLenum usage)
{
SERIALISE_ELEMENT_LOCAL(buffer, BufferRes(GetCtx(), bufferHandle));
SERIALISE_ELEMENT_LOCAL(bytesize, (uint64_t)size);
SERIALISE_ELEMENT_ARRAY(data, bytesize);
if(ser.IsWriting())
{
uint64_t offs = ser.GetWriter()->GetOffset() - bytesize;
RDCASSERT((offs % 64) == 0);
GLResourceRecord *record = GetResourceManager()->GetResourceRecord(buffer);
RDCASSERT(record);
record->SetDataOffset(offs);
}
SERIALISE_ELEMENT(usage);
SERIALISE_CHECK_READ_ERRORS();
if(IsReplayingAndReading())
{
// never allow resizing down, even if the application did so. If we encounter that, adjust the
// size and upload any data with a subdata call
if(bytesize < m_Buffers[GetResourceManager()->GetID(buffer)].size)
{
GL.glNamedBufferDataEXT(
buffer.name, (GLsizeiptr)m_Buffers[GetResourceManager()->GetID(buffer)].size, NULL, usage);
GL.glNamedBufferSubDataEXT(buffer.name, 0, (GLsizeiptr)bytesize, data);
}
else
{
GL.glNamedBufferDataEXT(buffer.name, (GLsizeiptr)bytesize, data, usage);
m_Buffers[GetResourceManager()->GetID(buffer)].size = bytesize;
}
AddResourceInitChunk(buffer);
}
return true;
}
void WrappedOpenGL::glNamedBufferDataEXT(GLuint buffer, GLsizeiptr size, const void *data,
GLenum usage)
{
byte *dummy = NULL;
if(IsCaptureMode(m_State) && data == NULL)
{
dummy = new byte[size];
memset(dummy, RenderDoc::Inst().GetCaptureOptions().verifyBufferAccess ? 0xdd : 0x0, size);
data = dummy;
GLResourceRecord *record = GetResourceManager()->GetResourceRecord(BufferRes(GetCtx(), buffer));
if(record)
record->Map.orphaned = true;
}
SERIALISE_TIME_CALL(GL.glNamedBufferDataEXT(buffer, size, data, usage));
if(IsCaptureMode(m_State))
{
GLResourceRecord *record = GetResourceManager()->GetResourceRecord(BufferRes(GetCtx(), buffer));
RDCASSERTMSG("Couldn't identify object passed to function. Mismatched or bad GLuint?", record,
buffer);
if(record == NULL)
{
SAFE_DELETE_ARRAY(dummy);
return;
}
// detect buffer orphaning and just update backing store
if(IsBackgroundCapturing(m_State) && record->HasDataPtr() &&
size == (GLsizeiptr)record->Length && usage == record->usage)
{
if(data)
memcpy(record->GetDataPtr(), data, (size_t)size);
SAFE_DELETE_ARRAY(dummy);
return;
}
// if we're recreating the buffer, clear the record and add new chunks. Normally
// we would just mark this record as dirty and pick it up on the capture frame as initial
// data, but we don't support (if it's even possible) querying out size etc.
// we need to add only the chunks required - glGenBuffers, glBindBuffer to current target,
// and this buffer storage. All other chunks have no effect
if(IsBackgroundCapturing(m_State) &&
(record->HasDataPtr() || (record->Length > 0 && size != (GLsizeiptr)record->Length)))
{
// we need to maintain chunk ordering, so fetch the first two chunk IDs.
// We should have at least two by this point - glGenBuffers and whatever gave the record
// a size before.
RDCASSERT(record->NumChunks() >= 2);
// remove all but the first two chunks
while(record->NumChunks() > 2)
{
Chunk *c = record->GetLastChunk();
SAFE_DELETE(c);
record->PopChunk();
}
int32_t id2 = record->GetLastChunkID();
{
Chunk *c = record->GetLastChunk();
SAFE_DELETE(c);
record->PopChunk();
}
int32_t id1 = record->GetLastChunkID();
{
Chunk *c = record->GetLastChunk();
SAFE_DELETE(c);
record->PopChunk();
}
RDCASSERT(!record->HasChunks());
// add glGenBuffers chunk
{
USE_SCRATCH_SERIALISER();
SCOPED_SERIALISE_CHUNK(GLChunk::glGenBuffers);
Serialise_glGenBuffers(ser, 1, &buffer);
record->AddChunk(scope.Get(), id1);
}
// add glBindBuffer chunk
{
USE_SCRATCH_SERIALISER();
SCOPED_SERIALISE_CHUNK(GLChunk::glBindBuffer);
Serialise_glBindBuffer(ser, record->datatype, buffer);
record->AddChunk(scope.Get(), id2);
}
// we're about to add the buffer data chunk
}
USE_SCRATCH_SERIALISER();
SCOPED_SERIALISE_CHUNK(gl_CurChunk);
Serialise_glNamedBufferDataEXT(ser, buffer, size, data, usage);
Chunk *chunk = scope.Get();
// if we've already created this is a renaming/data updating call. It should go in
// the frame record so we can 'update' the buffer as it goes in the frame.
// if we haven't created the buffer at all, it could be a mid-frame create and we
// should place it in the resource record, to happen before the frame.
if(IsActiveCapturing(m_State) && record->HasDataPtr())
{
// we could perhaps substitute this for a 'fake' glBufferSubData chunk?
GetContextRecord()->AddChunk(chunk);
GetResourceManager()->MarkResourceFrameReferenced(record->GetResourceID(),
eFrameRef_PartialWrite);
}
else
{
record->AddChunk(chunk);
record->SetDataPtr(chunk->GetData());
record->Length = (int32_t)size;
record->usage = usage;
record->DataInSerialiser = true;
}
}
else
{
m_Buffers[GetResourceManager()->GetID(BufferRes(GetCtx(), buffer))].size = size;
}
SAFE_DELETE_ARRAY(dummy);
}
void WrappedOpenGL::glNamedBufferData(GLuint buffer, GLsizeiptr size, const void *data, GLenum usage)
{
// only difference to EXT function is size parameter, so just upcast
glNamedBufferDataEXT(buffer, size, data, usage);
}
void WrappedOpenGL::glBufferData(GLenum target, GLsizeiptr size, const void *data, GLenum usage)
{
byte *dummy = NULL;
size_t idx = BufferIdx(target);
if(IsCaptureMode(m_State) && data == NULL)
{
dummy = new byte[size];
memset(dummy, RenderDoc::Inst().GetCaptureOptions().verifyBufferAccess ? 0xdd : 0x0, size);
data = dummy;
GLResourceRecord *record = GetCtxData().m_BufferRecord[idx];
if(record)
record->Map.orphaned = true;
}
SERIALISE_TIME_CALL(GL.glBufferData(target, size, data, usage));
if(IsCaptureMode(m_State))
{
GLResourceRecord *record = GetCtxData().m_BufferRecord[idx];
RDCASSERTMSG("Couldn't identify implicit object at binding. Mismatched or bad GLuint?", record,
target);
if(record == NULL)
{
SAFE_DELETE_ARRAY(dummy);
return;
}
// detect buffer orphaning and just update backing store
if(IsBackgroundCapturing(m_State) && record->HasDataPtr() &&
size == (GLsizeiptr)record->Length && usage == record->usage)
{
// if data was NULL, it was set to dummy above.
RDCASSERT(data);
memcpy(record->GetDataPtr(), data, (size_t)size);
SAFE_DELETE_ARRAY(dummy);
return;
}
GLuint buffer = record->Resource.name;
// if we're recreating the buffer, clear the record and add new chunks. Normally
// we would just mark this record as dirty and pick it up on the capture frame as initial
// data, but we don't support (if it's even possible) querying out size etc.
// we need to add only the chunks required - glGenBuffers, glBindBuffer to current target,
// and this buffer storage. All other chunks have no effect
if(IsBackgroundCapturing(m_State) &&
(record->HasDataPtr() || (record->Length > 0 && size != (GLsizeiptr)record->Length)))
{
// we need to maintain chunk ordering, so fetch the first two chunk IDs.
// We should have at least two by this point - glGenBuffers and whatever gave the record
// a size before.
RDCASSERT(record->NumChunks() >= 2);
// remove all but the first two chunks
while(record->NumChunks() > 2)
{
Chunk *c = record->GetLastChunk();
SAFE_DELETE(c);
record->PopChunk();
}
int32_t id2 = record->GetLastChunkID();
{
Chunk *c = record->GetLastChunk();
SAFE_DELETE(c);
record->PopChunk();
}
int32_t id1 = record->GetLastChunkID();
{
Chunk *c = record->GetLastChunk();
SAFE_DELETE(c);
record->PopChunk();
}
RDCASSERT(!record->HasChunks());
// add glGenBuffers chunk
{
USE_SCRATCH_SERIALISER();
SCOPED_SERIALISE_CHUNK(GLChunk::glGenBuffers);
Serialise_glGenBuffers(ser, 1, &buffer);
record->AddChunk(scope.Get(), id1);
}
// add glBindBuffer chunk
{
USE_SCRATCH_SERIALISER();
SCOPED_SERIALISE_CHUNK(GLChunk::glBindBuffer);
Serialise_glBindBuffer(ser, record->datatype, buffer);
record->AddChunk(scope.Get(), id2);
}
// we're about to add the buffer data chunk
}
USE_SCRATCH_SERIALISER();
SCOPED_SERIALISE_CHUNK(gl_CurChunk);
Serialise_glNamedBufferDataEXT(ser, buffer, size, data, usage);
Chunk *chunk = scope.Get();
// if we've already created this is a renaming/data updating call. It should go in
// the frame record so we can 'update' the buffer as it goes in the frame.
// if we haven't created the buffer at all, it could be a mid-frame create and we
// should place it in the resource record, to happen before the frame.
if(IsActiveCapturing(m_State) && record->HasDataPtr())
{
// we could perhaps substitute this for a 'fake' glBufferSubData chunk?
GetContextRecord()->AddChunk(chunk);
GetResourceManager()->MarkResourceFrameReferenced(record->GetResourceID(),
eFrameRef_PartialWrite);
}
else
{
record->AddChunk(chunk);
record->SetDataPtr(chunk->GetData());
record->Length = size;
record->usage = usage;
record->DataInSerialiser = true;
// if we're active capturing then we need to add a duplicate call in so that the data is
// uploaded mid-frame, even if this is *also* the creation-type call.
if(IsActiveCapturing(m_State))
{
GetContextRecord()->AddChunk(chunk->Duplicate());
GetResourceManager()->MarkResourceFrameReferenced(record->GetResourceID(),
eFrameRef_PartialWrite);
}
}
}
else
{
RDCERR("Internal buffers should be allocated via dsa interfaces");
}
SAFE_DELETE_ARRAY(dummy);
}
template <typename SerialiserType>
bool WrappedOpenGL::Serialise_glNamedBufferSubDataEXT(SerialiserType &ser, GLuint bufferHandle,
GLintptr offsetPtr, GLsizeiptr size,
const void *data)
{
SERIALISE_ELEMENT_LOCAL(buffer, BufferRes(GetCtx(), bufferHandle));
SERIALISE_ELEMENT_LOCAL(offset, (uint64_t)offsetPtr);
SERIALISE_ELEMENT_LOCAL(bytesize, (uint64_t)size);
SERIALISE_ELEMENT_ARRAY(data, bytesize);
SERIALISE_CHECK_READ_ERRORS();
if(IsReplayingAndReading())
{
GL.glNamedBufferSubDataEXT(buffer.name, (GLintptr)offset, (GLsizeiptr)bytesize, data);
AddResourceInitChunk(buffer);
}
return true;
}
void WrappedOpenGL::glNamedBufferSubDataEXT(GLuint buffer, GLintptr offset, GLsizeiptr size,
const void *data)
{
SERIALISE_TIME_CALL(GL.glNamedBufferSubDataEXT(buffer, offset, size, data));
if(IsCaptureMode(m_State))
{
GLResourceRecord *record = GetResourceManager()->GetResourceRecord(BufferRes(GetCtx(), buffer));
RDCASSERTMSG("Couldn't identify object passed to function. Mismatched or bad GLuint?", record);
if(record == NULL)
return;
if(m_HighTrafficResources.find(record->GetResourceID()) != m_HighTrafficResources.end() &&
IsBackgroundCapturing(m_State))
return;
USE_SCRATCH_SERIALISER();
SCOPED_SERIALISE_CHUNK(gl_CurChunk);
Serialise_glNamedBufferSubDataEXT(ser, buffer, offset, size, data);
Chunk *chunk = scope.Get();
if(IsActiveCapturing(m_State))
{
GetContextRecord()->AddChunk(chunk);
GetResourceManager()->MarkDirtyResource(record->GetResourceID());
GetResourceManager()->MarkResourceFrameReferenced(record->GetResourceID(),
eFrameRef_ReadBeforeWrite);
}
else
{
record->AddChunk(chunk);
record->UpdateCount++;
if(record->UpdateCount > 10)
{
m_HighTrafficResources.insert(record->GetResourceID());
GetResourceManager()->MarkDirtyResource(record->GetResourceID());
}
}
}
}
void WrappedOpenGL::glNamedBufferSubData(GLuint buffer, GLintptr offset, GLsizeiptr size,
const void *data)
{
// only difference to EXT function is size parameter, so just upcast
glNamedBufferSubDataEXT(buffer, offset, size, data);
}
void WrappedOpenGL::glBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, const void *data)
{
SERIALISE_TIME_CALL(GL.glBufferSubData(target, offset, size, data));
if(IsCaptureMode(m_State))
{
GLResourceRecord *record = GetCtxData().m_BufferRecord[BufferIdx(target)];
RDCASSERTMSG("Couldn't identify implicit object at binding. Mismatched or bad GLuint?", record,
target);
if(record == NULL)
return;
GLResource res = record->Resource;
if(m_HighTrafficResources.find(record->GetResourceID()) != m_HighTrafficResources.end() &&
IsBackgroundCapturing(m_State))
return;
USE_SCRATCH_SERIALISER();
SCOPED_SERIALISE_CHUNK(gl_CurChunk);
Serialise_glNamedBufferSubDataEXT(ser, res.name, offset, size, data);
Chunk *chunk = scope.Get();
if(IsActiveCapturing(m_State))
{
GetContextRecord()->AddChunk(chunk);
GetResourceManager()->MarkDirtyResource(record->GetResourceID());
GetResourceManager()->MarkResourceFrameReferenced(record->GetResourceID(),
eFrameRef_ReadBeforeWrite);
}
else
{
record->AddChunk(chunk);
record->UpdateCount++;
if(record->UpdateCount > 10)
{
m_HighTrafficResources.insert(record->GetResourceID());
GetResourceManager()->MarkDirtyResource(record->GetResourceID());
}
}
}
}
template <typename SerialiserType>
bool WrappedOpenGL::Serialise_glNamedCopyBufferSubDataEXT(SerialiserType &ser,
GLuint readBufferHandle,
GLuint writeBufferHandle,
GLintptr readOffsetPtr,
GLintptr writeOffsetPtr, GLsizeiptr sizePtr)
{
SERIALISE_ELEMENT_LOCAL(readBuffer, BufferRes(GetCtx(), readBufferHandle));
SERIALISE_ELEMENT_LOCAL(writeBuffer, BufferRes(GetCtx(), writeBufferHandle));
SERIALISE_ELEMENT_LOCAL(readOffset, (uint64_t)readOffsetPtr);
SERIALISE_ELEMENT_LOCAL(writeOffset, (uint64_t)writeOffsetPtr);
SERIALISE_ELEMENT_LOCAL(size, (uint64_t)sizePtr);
SERIALISE_CHECK_READ_ERRORS();
if(IsReplayingAndReading())
{
GL.glNamedCopyBufferSubDataEXT(readBuffer.name, writeBuffer.name, (GLintptr)readOffset,
(GLintptr)writeOffset, (GLsizeiptr)size);
}
return true;
}
void WrappedOpenGL::glNamedCopyBufferSubDataEXT(GLuint readBuffer, GLuint writeBuffer,
GLintptr readOffset, GLintptr writeOffset,
GLsizeiptr size)
{
CoherentMapImplicitBarrier();
SERIALISE_TIME_CALL(
GL.glNamedCopyBufferSubDataEXT(readBuffer, writeBuffer, readOffset, writeOffset, size));
if(IsCaptureMode(m_State))
{
GLResourceRecord *readrecord =
GetResourceManager()->GetResourceRecord(BufferRes(GetCtx(), readBuffer));
GLResourceRecord *writerecord =
GetResourceManager()->GetResourceRecord(BufferRes(GetCtx(), writeBuffer));
RDCASSERT(readrecord && writerecord);
if(m_HighTrafficResources.find(writerecord->GetResourceID()) != m_HighTrafficResources.end() &&
IsBackgroundCapturing(m_State))
return;
if(GetResourceManager()->IsResourceDirty(readrecord->GetResourceID()) &&
IsBackgroundCapturing(m_State))
{
m_HighTrafficResources.insert(writerecord->GetResourceID());
GetResourceManager()->MarkDirtyResource(writerecord->GetResourceID());
return;
}
USE_SCRATCH_SERIALISER();
SCOPED_SERIALISE_CHUNK(gl_CurChunk);
Serialise_glNamedCopyBufferSubDataEXT(ser, readBuffer, writeBuffer, readOffset, writeOffset,
size);
Chunk *chunk = scope.Get();
if(IsActiveCapturing(m_State))
{
GetContextRecord()->AddChunk(chunk);
GetResourceManager()->MarkDirtyResource(writerecord->GetResourceID());
GetResourceManager()->MarkResourceFrameReferenced(writerecord->GetResourceID(),
eFrameRef_ReadBeforeWrite);
}
else
{
writerecord->AddChunk(chunk);
writerecord->AddParent(readrecord);
writerecord->UpdateCount++;
if(writerecord->UpdateCount > 60)
{
m_HighTrafficResources.insert(writerecord->GetResourceID());
GetResourceManager()->MarkDirtyResource(writerecord->GetResourceID());
}
}
}
}
void WrappedOpenGL::glCopyNamedBufferSubData(GLuint readBuffer, GLuint writeBuffer,
GLintptr readOffset, GLintptr writeOffset,
GLsizeiptr size)
{
glNamedCopyBufferSubDataEXT(readBuffer, writeBuffer, readOffset, writeOffset, size);
}
void WrappedOpenGL::glCopyBufferSubData(GLenum readTarget, GLenum writeTarget, GLintptr readOffset,
GLintptr writeOffset, GLsizeiptr size)
{
CoherentMapImplicitBarrier();
SERIALISE_TIME_CALL(GL.glCopyBufferSubData(readTarget, writeTarget, readOffset, writeOffset, size));
if(IsCaptureMode(m_State))
{
GLResourceRecord *readrecord = GetCtxData().m_BufferRecord[BufferIdx(readTarget)];
GLResourceRecord *writerecord = GetCtxData().m_BufferRecord[BufferIdx(writeTarget)];
RDCASSERT(readrecord && writerecord);
if(m_HighTrafficResources.find(writerecord->GetResourceID()) != m_HighTrafficResources.end() &&
IsBackgroundCapturing(m_State))
return;
if(GetResourceManager()->IsResourceDirty(readrecord->GetResourceID()) &&
IsBackgroundCapturing(m_State))
{
m_HighTrafficResources.insert(writerecord->GetResourceID());
GetResourceManager()->MarkDirtyResource(writerecord->GetResourceID());
return;
}
USE_SCRATCH_SERIALISER();
SCOPED_SERIALISE_CHUNK(gl_CurChunk);
Serialise_glNamedCopyBufferSubDataEXT(
ser, readrecord->Resource.name, writerecord->Resource.name, readOffset, writeOffset, size);
Chunk *chunk = scope.Get();
if(IsActiveCapturing(m_State))
{
GetContextRecord()->AddChunk(chunk);
GetResourceManager()->MarkDirtyResource(writerecord->GetResourceID());
GetResourceManager()->MarkResourceFrameReferenced(writerecord->GetResourceID(),
eFrameRef_ReadBeforeWrite);
}
else
{
writerecord->AddChunk(chunk);
writerecord->AddParent(readrecord);
writerecord->UpdateCount++;
if(writerecord->UpdateCount > 60)
{
m_HighTrafficResources.insert(writerecord->GetResourceID());
GetResourceManager()->MarkDirtyResource(writerecord->GetResourceID());
}
}
}
}
template <typename SerialiserType>
bool WrappedOpenGL::Serialise_glBindBufferBase(SerialiserType &ser, GLenum target, GLuint index,
GLuint bufferHandle)
{
SERIALISE_ELEMENT(target);
SERIALISE_ELEMENT(index);
SERIALISE_ELEMENT_LOCAL(buffer, BufferRes(GetCtx(), bufferHandle));
SERIALISE_CHECK_READ_ERRORS();
if(IsReplayingAndReading())
{
GL.glBindBufferBase(target, index, buffer.name);
AddResourceInitChunk(buffer);
}
return true;
}
void WrappedOpenGL::glBindBufferBase(GLenum target, GLuint index, GLuint buffer)
{
ContextData &cd = GetCtxData();
SERIALISE_TIME_CALL(GL.glBindBufferBase(target, index, buffer));
if(IsCaptureMode(m_State))
{
size_t idx = BufferIdx(target);
GLResourceRecord *r = NULL;
if(buffer == 0)
r = cd.m_BufferRecord[idx] = NULL;
else
r = cd.m_BufferRecord[idx] =
GetResourceManager()->GetResourceRecord(BufferRes(GetCtx(), buffer));
if(IsActiveCapturing(m_State))
{
if(buffer)
{
FrameRefType refType = eFrameRef_Read;
// these targets write to the buffer
if(target == eGL_ATOMIC_COUNTER_BUFFER || target == eGL_COPY_WRITE_BUFFER ||
target == eGL_PIXEL_PACK_BUFFER || target == eGL_SHADER_STORAGE_BUFFER ||
target == eGL_TRANSFORM_FEEDBACK_BUFFER)
refType = eFrameRef_ReadBeforeWrite;
GetResourceManager()->MarkResourceFrameReferenced(cd.m_BufferRecord[idx]->GetResourceID(),
refType);
}
// binding this buffer mutates VAO state, mark it as written.
if(target == eGL_ELEMENT_ARRAY_BUFFER)
{
GLResourceRecord *varecord = cd.m_VertexArrayRecord;
if(varecord)
GetResourceManager()->MarkVAOReferenced(varecord->Resource, eFrameRef_ReadBeforeWrite);
}
// binding this buffer mutates XFB state, mark it as written.
if(target == eGL_TRANSFORM_FEEDBACK_BUFFER)
{
GLResourceRecord *xfbrecord = cd.m_FeedbackRecord;
if(xfbrecord)
GetResourceManager()->MarkResourceFrameReferenced(xfbrecord->Resource,
eFrameRef_ReadBeforeWrite);
}
}
// it's legal to re-type buffers, generate another BindBuffer chunk to rename
if(r && r->datatype != target)
{
Chunk *chunk = NULL;
{
USE_SCRATCH_SERIALISER();
SCOPED_SERIALISE_CHUNK(GLChunk::glBindBuffer);
Serialise_glBindBuffer(ser, target, buffer);
chunk = scope.Get();
}
r->datatype = target;
r->AddChunk(chunk);
}
// store as transform feedback record state
if(IsBackgroundCapturing(m_State) && target == eGL_TRANSFORM_FEEDBACK_BUFFER &&
RecordUpdateCheck(cd.m_FeedbackRecord))
{
GLuint feedback = cd.m_FeedbackRecord->Resource.name;
// use glTransformFeedbackBufferBase to ensure the feedback object is bound when we bind the
// buffer
USE_SCRATCH_SERIALISER();
SCOPED_SERIALISE_CHUNK(GLChunk::glTransformFeedbackBufferBase);
Serialise_glTransformFeedbackBufferBase(ser, feedback, index, buffer);
cd.m_FeedbackRecord->AddChunk(scope.Get());
}
// immediately consider buffers bound to transform feedbacks/SSBOs/atomic counters as dirty
if(r && (target == eGL_TRANSFORM_FEEDBACK_BUFFER || target == eGL_SHADER_STORAGE_BUFFER ||
target == eGL_ATOMIC_COUNTER_BUFFER))
{
GetResourceManager()->MarkDirtyResource(BufferRes(GetCtx(), buffer));
}
if(IsActiveCapturing(m_State))
{
USE_SCRATCH_SERIALISER();
SCOPED_SERIALISE_CHUNK(gl_CurChunk);
Serialise_glBindBufferBase(ser, target, index, buffer);
GetContextRecord()->AddChunk(scope.Get());
}
}
}
template <typename SerialiserType>
bool WrappedOpenGL::Serialise_glBindBufferRange(SerialiserType &ser, GLenum target, GLuint index,
GLuint bufferHandle, GLintptr offsetPtr,
GLsizeiptr sizePtr)
{
SERIALISE_ELEMENT(target);
SERIALISE_ELEMENT(index);
SERIALISE_ELEMENT_LOCAL(buffer, BufferRes(GetCtx(), bufferHandle));
SERIALISE_ELEMENT_LOCAL(offset, (uint64_t)offsetPtr);
SERIALISE_ELEMENT_LOCAL(size, (uint64_t)sizePtr);
SERIALISE_CHECK_READ_ERRORS();
if(IsReplayingAndReading())
{
GL.glBindBufferRange(target, index, buffer.name, (GLintptr)offset, (GLsizeiptr)size);
AddResourceInitChunk(buffer);
}
return true;
}
void WrappedOpenGL::glBindBufferRange(GLenum target, GLuint index, GLuint buffer, GLintptr offset,
GLsizeiptr size)
{
ContextData &cd = GetCtxData();
SERIALISE_TIME_CALL(GL.glBindBufferRange(target, index, buffer, offset, size));
if(IsCaptureMode(m_State))
{
size_t idx = BufferIdx(target);
GLResourceRecord *r = NULL;
if(buffer == 0)
r = cd.m_BufferRecord[idx] = NULL;
else
r = cd.m_BufferRecord[idx] =
GetResourceManager()->GetResourceRecord(BufferRes(GetCtx(), buffer));
if(IsActiveCapturing(m_State))
{
if(buffer)
{
FrameRefType refType = eFrameRef_Read;
// these targets write to the buffer
if(target == eGL_ATOMIC_COUNTER_BUFFER || target == eGL_COPY_WRITE_BUFFER ||
target == eGL_PIXEL_PACK_BUFFER || target == eGL_SHADER_STORAGE_BUFFER ||
target == eGL_TRANSFORM_FEEDBACK_BUFFER)
refType = eFrameRef_ReadBeforeWrite;
GetResourceManager()->MarkResourceFrameReferenced(cd.m_BufferRecord[idx]->GetResourceID(),
refType);
}
// binding this buffer mutates VAO state, mark it as written.
if(target == eGL_ELEMENT_ARRAY_BUFFER)
{
GLResourceRecord *varecord = cd.m_VertexArrayRecord;
if(varecord)
GetResourceManager()->MarkVAOReferenced(varecord->Resource, eFrameRef_ReadBeforeWrite);
}
// binding this buffer mutates XFB state, mark it as written.
if(target == eGL_TRANSFORM_FEEDBACK_BUFFER)
{
GLResourceRecord *xfbrecord = cd.m_FeedbackRecord;
if(xfbrecord)
GetResourceManager()->MarkResourceFrameReferenced(xfbrecord->Resource,
eFrameRef_ReadBeforeWrite);
}
}
// it's legal to re-type buffers, generate another BindBuffer chunk to rename
if(r && r->datatype != target)
{
Chunk *chunk = NULL;
{
USE_SCRATCH_SERIALISER();
SCOPED_SERIALISE_CHUNK(GLChunk::glBindBuffer);
Serialise_glBindBuffer(ser, target, buffer);
chunk = scope.Get();
}
r->datatype = target;
r->AddChunk(chunk);
}
// store as transform feedback record state
if(IsBackgroundCapturing(m_State) && target == eGL_TRANSFORM_FEEDBACK_BUFFER &&
RecordUpdateCheck(cd.m_FeedbackRecord))
{
GLuint feedback = cd.m_FeedbackRecord->Resource.name;
// use glTransformFeedbackBufferRange to ensure the feedback object is bound when we bind the
// buffer
USE_SCRATCH_SERIALISER();
SCOPED_SERIALISE_CHUNK(GLChunk::glTransformFeedbackBufferRange);
Serialise_glTransformFeedbackBufferRange(ser, feedback, index, buffer, offset, (GLsizei)size);
cd.m_FeedbackRecord->AddChunk(scope.Get());
}
// immediately consider buffers bound to transform feedbacks/SSBOs/atomic counters as dirty
if(r && (target == eGL_TRANSFORM_FEEDBACK_BUFFER || target == eGL_SHADER_STORAGE_BUFFER ||
target == eGL_ATOMIC_COUNTER_BUFFER))
{
GetResourceManager()->MarkDirtyResource(BufferRes(GetCtx(), buffer));
}
if(IsActiveCapturing(m_State))
{
USE_SCRATCH_SERIALISER();
SCOPED_SERIALISE_CHUNK(gl_CurChunk);
Serialise_glBindBufferRange(ser, target, index, buffer, offset, size);
GetContextRecord()->AddChunk(scope.Get());
}
}
}
template <typename SerialiserType>
bool WrappedOpenGL::Serialise_glBindBuffersBase(SerialiserType &ser, GLenum target, GLuint first,
GLsizei count, const GLuint *bufferHandles)
{
SERIALISE_ELEMENT(target);
SERIALISE_ELEMENT(first);
SERIALISE_ELEMENT(count);
// can't serialise arrays of GL handles since they're not wrapped or typed :(.
std::vector<GLResource> buffers;
if(ser.IsWriting())
{
buffers.reserve(count);
for(GLsizei i = 0; i < count; i++)
buffers.push_back(BufferRes(GetCtx(), bufferHandles ? bufferHandles[i] : 0));
}
SERIALISE_ELEMENT(buffers);
SERIALISE_CHECK_READ_ERRORS();
if(IsReplayingAndReading())
{
std::vector<GLuint> bufs;
bufs.reserve(count);
for(GLsizei i = 0; i < count; i++)
{
bufs.push_back(buffers[i].name);
AddResourceInitChunk(buffers[i]);
}
GL.glBindBuffersBase(target, first, count, bufs.data());
}
return true;
}
void WrappedOpenGL::glBindBuffersBase(GLenum target, GLuint first, GLsizei count,
const GLuint *buffers)
{
SERIALISE_TIME_CALL(GL.glBindBuffersBase(target, first, count, buffers));
if(IsCaptureMode(m_State) && count > 0)
{
ContextData &cd = GetCtxData();
size_t idx = BufferIdx(target);
GLResourceRecord *r = NULL;
if(buffers == NULL || buffers[0] == 0)
r = cd.m_BufferRecord[idx] = NULL;
else
r = cd.m_BufferRecord[idx] =
GetResourceManager()->GetResourceRecord(BufferRes(GetCtx(), buffers[0]));
if(IsActiveCapturing(m_State))
{
FrameRefType refType = eFrameRef_Read;
// these targets write to the buffer
if(target == eGL_ATOMIC_COUNTER_BUFFER || target == eGL_COPY_WRITE_BUFFER ||
target == eGL_PIXEL_PACK_BUFFER || target == eGL_SHADER_STORAGE_BUFFER ||
target == eGL_TRANSFORM_FEEDBACK_BUFFER)
refType = eFrameRef_ReadBeforeWrite;
for(GLsizei i = 0; i < count; i++)
{
if(buffers && buffers[i])
{
ResourceId id = GetResourceManager()->GetID(BufferRes(GetCtx(), buffers[i]));
GetResourceManager()->MarkResourceFrameReferenced(id, eFrameRef_ReadBeforeWrite);
GetResourceManager()->MarkDirtyResource(id);
}
}
// binding this buffer mutates VAO state, mark it as written.
if(target == eGL_ELEMENT_ARRAY_BUFFER)
{
GLResourceRecord *varecord = cd.m_VertexArrayRecord;
if(varecord)
GetResourceManager()->MarkVAOReferenced(varecord->Resource, eFrameRef_ReadBeforeWrite);
}
// binding this buffer mutates XFB state, mark it as written.
if(target == eGL_TRANSFORM_FEEDBACK_BUFFER)
{
GLResourceRecord *xfbrecord = cd.m_FeedbackRecord;
if(xfbrecord)
GetResourceManager()->MarkResourceFrameReferenced(xfbrecord->Resource,
eFrameRef_ReadBeforeWrite);
}
}
for(int i = 0; buffers && i < count; i++)
{
GLResourceRecord *bufrecord =
GetResourceManager()->GetResourceRecord(BufferRes(GetCtx(), buffers[i]));
// it's legal to re-type buffers, generate another BindBuffer chunk to rename
if(bufrecord->datatype != target)
{
Chunk *chunk = NULL;
{
USE_SCRATCH_SERIALISER();
SCOPED_SERIALISE_CHUNK(GLChunk::glBindBuffer);
Serialise_glBindBuffer(ser, target, buffers[i]);
chunk = scope.Get();
}
bufrecord->datatype = target;
bufrecord->AddChunk(chunk);
}
}
// store as transform feedback record state
if(buffers && IsBackgroundCapturing(m_State) && target == eGL_TRANSFORM_FEEDBACK_BUFFER &&
RecordUpdateCheck(cd.m_FeedbackRecord))
{
GLuint feedback = cd.m_FeedbackRecord->Resource.name;
for(int i = 0; i < count; i++)
{
// use glTransformFeedbackBufferBase to ensure the feedback object is bound when we bind the
// buffer
USE_SCRATCH_SERIALISER();
SCOPED_SERIALISE_CHUNK(GLChunk::glTransformFeedbackBufferBase);
Serialise_glTransformFeedbackBufferBase(ser, feedback, first + i, buffers[i]);
cd.m_FeedbackRecord->AddChunk(scope.Get());
}
}
// immediately consider buffers bound to transform feedbacks/SSBOs/atomic counters as dirty
if(r && (target == eGL_TRANSFORM_FEEDBACK_BUFFER || target == eGL_SHADER_STORAGE_BUFFER ||
target == eGL_ATOMIC_COUNTER_BUFFER))
{
if(IsBackgroundCapturing(m_State))
{
for(int i = 0; i < count; i++)
GetResourceManager()->MarkDirtyResource(BufferRes(GetCtx(), buffers[i]));
}
}
if(IsActiveCapturing(m_State))
{
USE_SCRATCH_SERIALISER();
SCOPED_SERIALISE_CHUNK(gl_CurChunk);
Serialise_glBindBuffersBase(ser, target, first, count, buffers);
GetContextRecord()->AddChunk(scope.Get());
}
}
}
template <typename SerialiserType>
bool WrappedOpenGL::Serialise_glBindBuffersRange(SerialiserType &ser, GLenum target, GLuint first,
GLsizei count, const GLuint *bufferHandles,
const GLintptr *offsetPtrs,
const GLsizeiptr *sizePtrs)
{
// can't serialise arrays of GL handles since they're not wrapped or typed :(.
// Likewise need to upcast the offsets and sizes to 64-bit instead of serialising as-is.
std::vector<GLResource> buffers;
std::vector<uint64_t> offsets;
std::vector<uint64_t> sizes;
if(ser.IsWriting() && bufferHandles)
{
buffers.reserve(count);
for(GLsizei i = 0; i < count; i++)
buffers.push_back(BufferRes(GetCtx(), bufferHandles[i]));
}
if(ser.IsWriting() && offsetPtrs)
{
offsets.reserve(count);
for(GLsizei i = 0; i < count; i++)
offsets.push_back((uint64_t)offsetPtrs[i]);
}
if(ser.IsWriting() && sizePtrs)
{
sizes.reserve(count);
for(GLsizei i = 0; i < count; i++)
sizes.push_back((uint64_t)sizePtrs[i]);
}
SERIALISE_ELEMENT(target);
SERIALISE_ELEMENT(first);
SERIALISE_ELEMENT(count);
SERIALISE_ELEMENT(buffers);
SERIALISE_ELEMENT(offsets);
SERIALISE_ELEMENT(sizes);
SERIALISE_CHECK_READ_ERRORS();
if(IsReplayingAndReading())
{
std::vector<GLuint> bufs;
std::vector<GLintptr> offs;
std::vector<GLsizeiptr> sz;
if(!buffers.empty())
{
bufs.reserve(count);
for(GLsizei i = 0; i < count; i++)
{
bufs.push_back(buffers[i].name);
AddResourceInitChunk(buffers[i]);
}
}
if(!offsets.empty())
{
offs.reserve(count);
for(GLsizei i = 0; i < count; i++)
offs.push_back((GLintptr)offsets[i]);
}
if(!sizes.empty())
{
sz.reserve(count);
for(GLsizei i = 0; i < count; i++)
sz.push_back((GLintptr)sizes[i]);
}
GL.glBindBuffersRange(target, first, count, bufs.empty() ? NULL : bufs.data(),
offs.empty() ? NULL : offs.data(), sz.empty() ? NULL : sz.data());
}
return true;
}
void WrappedOpenGL::glBindBuffersRange(GLenum target, GLuint first, GLsizei count,
const GLuint *buffers, const GLintptr *offsets,
const GLsizeiptr *sizes)
{
SERIALISE_TIME_CALL(GL.glBindBuffersRange(target, first, count, buffers, offsets, sizes));
if(IsCaptureMode(m_State) && count > 0)
{
ContextData &cd = GetCtxData();
size_t idx = BufferIdx(target);
if(buffers == NULL || buffers[0] == 0)
cd.m_BufferRecord[idx] = NULL;
else
cd.m_BufferRecord[idx] =
GetResourceManager()->GetResourceRecord(BufferRes(GetCtx(), buffers[0]));
if(IsActiveCapturing(m_State))
{
FrameRefType refType = eFrameRef_Read;
// these targets write to the buffer
if(target == eGL_ATOMIC_COUNTER_BUFFER || target == eGL_COPY_WRITE_BUFFER ||
target == eGL_PIXEL_PACK_BUFFER || target == eGL_SHADER_STORAGE_BUFFER ||
target == eGL_TRANSFORM_FEEDBACK_BUFFER)
refType = eFrameRef_ReadBeforeWrite;
for(GLsizei i = 0; buffers && i < count; i++)
{
if(buffers[i])
{
ResourceId id = GetResourceManager()->GetID(BufferRes(GetCtx(), buffers[i]));
GetResourceManager()->MarkResourceFrameReferenced(id, eFrameRef_ReadBeforeWrite);
GetResourceManager()->MarkDirtyResource(id);
}
}
// binding this buffer mutates VAO state, mark it as written.
if(target == eGL_ELEMENT_ARRAY_BUFFER)
{
GLResourceRecord *varecord = cd.m_VertexArrayRecord;
if(varecord)
GetResourceManager()->MarkVAOReferenced(varecord->Resource, eFrameRef_ReadBeforeWrite);
}
// binding this buffer mutates XFB state, mark it as written.
if(target == eGL_TRANSFORM_FEEDBACK_BUFFER)
{
GLResourceRecord *xfbrecord = cd.m_FeedbackRecord;
if(xfbrecord)
GetResourceManager()->MarkResourceFrameReferenced(xfbrecord->Resource,
eFrameRef_ReadBeforeWrite);
}
}
else
{
for(int i = 0; buffers && i < count; i++)
{
GLResourceRecord *r =
GetResourceManager()->GetResourceRecord(BufferRes(GetCtx(), buffers[i]));
// it's legal to re-type buffers, generate another BindBuffer chunk to rename
if(r->datatype != target)
{
Chunk *chunk = NULL;
{
USE_SCRATCH_SERIALISER();
SCOPED_SERIALISE_CHUNK(GLChunk::glBindBuffer);
Serialise_glBindBuffer(ser, target, buffers[i]);
chunk = scope.Get();
}
r->datatype = target;
r->AddChunk(chunk);
}
}
}
// store as transform feedback record state
if(buffers && IsBackgroundCapturing(m_State) && target == eGL_TRANSFORM_FEEDBACK_BUFFER &&
RecordUpdateCheck(cd.m_FeedbackRecord))
{
GLuint feedback = cd.m_FeedbackRecord->Resource.name;
for(int i = 0; i < count; i++)
{
// use glTransformFeedbackBufferRange to ensure the feedback object is bound when we bind
// the buffer
USE_SCRATCH_SERIALISER();
SCOPED_SERIALISE_CHUNK(GLChunk::glTransformFeedbackBufferRange);
Serialise_glTransformFeedbackBufferRange(ser, feedback, first + i, buffers[i], offsets[i],
(GLsizei)sizes[i]);
cd.m_FeedbackRecord->AddChunk(scope.Get());
}
}
// immediately consider buffers bound to transform feedbacks/SSBOs/atomic counters as dirty
if(buffers && (target == eGL_TRANSFORM_FEEDBACK_BUFFER || target == eGL_SHADER_STORAGE_BUFFER ||
target == eGL_ATOMIC_COUNTER_BUFFER))
{
if(IsBackgroundCapturing(m_State))
{
for(int i = 0; i < count; i++)
GetResourceManager()->MarkDirtyResource(BufferRes(GetCtx(), buffers[i]));
}
}
if(IsActiveCapturing(m_State))
{
USE_SCRATCH_SERIALISER();
SCOPED_SERIALISE_CHUNK(gl_CurChunk);
Serialise_glBindBuffersRange(ser, target, first, count, buffers, offsets, sizes);
GetContextRecord()->AddChunk(scope.Get());
}
}
}
void WrappedOpenGL::glInvalidateBufferData(GLuint buffer)
{
GL.glInvalidateBufferData(buffer);
GetResourceManager()->MarkDirtyResource(BufferRes(GetCtx(), buffer));
}
void WrappedOpenGL::glInvalidateBufferSubData(GLuint buffer, GLintptr offset, GLsizeiptr length)
{
GL.glInvalidateBufferSubData(buffer, offset, length);
GetResourceManager()->MarkDirtyResource(BufferRes(GetCtx(), buffer));
}
#pragma endregion
#pragma region Mapping
/************************************************************************
*
* Mapping tends to be the most complex/dense bit of the capturing process, as there are a lot of
* carefully considered use cases and edge cases to be aware of.
*
* The primary motivation is, obviously, correctness - where we have to sacrifice performance,
* clarity for correctness, we do. Second to that, we try and keep things simple/clear where the
* performance sacrifice will be minimal, and generally we try to remove overhead entirely for
* high-traffic maps, such that we only step in where necessary.
*
* We'll consider "normal" maps of buffers, and persistent maps, separately. Note that in all cases
* we can guarantee that the buffer being mapped has correctly-sized backing store available,
* created in the glBufferData or glBufferStorage call. We also only need to consider the case of
* glMapNamedBufferRangeEXT, glUnmapNamedBufferEXT and glFlushMappedNamedBufferRange - all other
* entry points are mapped to one of these in a fairly simple fashion.
*
*
* glMapNamedBufferRangeEXT:
*
* For a normal map, we decide to either record/intercept it, or to step out of the way and allow
* the application to map directly to the GL buffer. We can only map directly when idle capturing,
* when capturing a frame we must capture all maps to be correct. Generally we perform a direct map
* either if this resource is being mapped often and we want to remove overhead, or if the map
* interception would be more complex than it's worth.
*
* The first checks are to see if we've already "given up" on a buffer, in which case we map
* directly again.
*
* Next, if the map is for write and the buffer is not invalidated, we also map directly.
* [NB: Since our buffer contents should be perfect at this point, we may not need to worry about
* non-invalidating maps. Potential future improvement.]
*
* Read-only maps can similarly be mapped directly because we don't need to intercept them at all.
*
* At this point, if the map is to be done directly, we pass the parameters onto GL and return
* the result, marking the map with status GLResourceRecord::Mapped_Direct. Note that this
* means we have no idea what happens with the map, and the buffer contents after that are to us
* undefined. [NB: this is not true for persistent maps, see below]
*
* At this point we are intercepting a map for write, and it depends on whether or not we are
* capturing a frame or just idle.
*
* If idle the handling is relatively simple, we just offset the pointer into our backing store and
* return, marking the map as GLResourceRecord::Mapped_Write. Note that here we also increment a
* counter, and if this counter reaches a high enough number (arbitrary limit), we mark the buffer
* as high-traffic so that we'll stop intercepting maps and reduce overhead on this buffer.
*
* If frame capturing it is more complex. The backing store of the buffer must be preserved as it
* will contain the contents at the start of the frame. Instead we allocate shadow storage for the
* map. shadow[1] contains the contents of the mapped region as of the start of the map.
* When first allocated, if the map is non-invalidating, it will be filled with the buffer contents
* at that point. If the map is invalidating and we have buffer access verification enabled, it will
* be reset to 0xcc to help find bugs caused by leaving valid data behind in invalidated buffer
* memory.
*
* shadow[0] is the buffer that is returned to the user code. Whenever the same buffer range is
* re-mapped shadow[0] is updated with the contents of shadow[1]. This way both buffers are always
* identical and contain the latest buffer contents. These buffers are used later in unmap, but
* Map() will return the pointer, and mark the map as GLResourceRecord::Mapped_Write.
*
*
* glUnmapNamedBufferEXT:
*
* The unmap becomes an actual chunk for serialisation when necessary, so we'll discuss the handling
* of the unmap call, and then how it is serialised.
*
* Unmap's handling varies depending on the status of the map, as set above in
* glMapNamedBufferRangeEXT.
*
* GLResourceRecord::Unmapped is an error case, indicating we haven't had a corresponding Map()
* call.
*
* GLResourceRecord::Mapped_Direct is a case we can't handle for normal maps, as the GL pointer was
* updated directly by user code and we weren't involved. However if we hit this case and are
* capturing a frame it indicates that a Map() was made before this frame began, so this frame
* cannot be captured. We will need to try again next frame where a map will not be allowed to go
* into GLResourceRecord::Mapped_Direct.
*
* GLResourceRecord::Mapped_Write is the only case that will generate a serialised unmap chunk. If
* we are idle, then all we need to do is map the 'real' GL buffer, copy across our backing store
* from shadow[0] where the user was writing, and unmap. We only map the range that was modified.
* Then everything is complete as the user code updated our backing store. If we are capturing a
* frame, then we go into the serialise function and serialise out a chunk.
*
* Finally we set the map status back to GLResourceRecord::Unmapped.
*
* When serialising out a map, we serialise the details of the map (which buffer, offset, length)
* and then for non-invalidating maps of >512 byte buffers we perform a difference compare between
* the two shadow storage buffers that were set up in glMapNamedBufferRangeEXT. As above, shadow[1]
* contains the unmodified data from the start of the map, and shadow[0] contains the potentially
* modified data. We then serialise out the difference segment, and on replay we map and update this
* segment of the buffer.
*
* The reason for finding the actual difference segment is that many maps will be of a large region
* or even the whole buffer, but only update a small section, perhaps once per drawcall. So
* serialising the entirety of a large buffer many many times can rapidly inflate the size of the
* log. The savings from this can be many GBs as if a 4MB buffer is updated 1000 times, each time
* only updating 1KB, this is a difference between 1MB and 4000MB in written data, most of which is
* redundant in the last case.
*
*
* glFlushMappedNamedBufferRangeEXT:
*
* Now consider the specialisation of the above, for maps that have GL_MAP_FLUSH_EXPLICIT_BIT
* enabled.
*
* For the most part, these maps can be treated very similarly to normal maps, however in the case
* of unmapping we will skip creating an unmap chunk and instead just allow the unmap to be
* discarded. Instead we will serialise out a chunk for each glFlushMappedNamedBufferRangeEXT call.
* We will also include flush explicit maps along with the others that we choose to map directly
* when possible - so if we're capturing idle a flush explicit map will go straight to GL and be
* handled as with GLResourceRecord::Mapped_Direct above.
*
* For this reason, if a map status is GLResourceRecord::Mapped_Direct then we simply pass the
* flush range along to real GL. Again if we are capturing a frame now, this map has been 'missed'
* and we must try again next frame to capture. Likewise as with Unmap GLResourceRecord::Unmapped is
* an error, and for flushing we do not need to consider GLResourceRecord::Mapped_Read (it doesn't
* make sense for this case).
*
* So we only serialise out a flush chunk if we are capturing a frame, and the map is correctly
* GLResourceRecord::Mapped_Write. We clamp the flushed range to the size of the map (in case the
* user code didn't do this). Unlike map we do not perform any difference compares, but rely on the
* user to only flush the minimal range, and serialise the entire range out as a buffer. We also
* update the shadow storage buffers so that if the buffer is subsequently mapped without flush
* explicit, we have the 'current' contents to perform accurate compares with.
*
*
*
*
*
* Persistant maps:
*
* The above process handles "normal" maps that happen between other GL commands that use the buffer
* contents. Maps that are persistent need to be handled carefully since there are other knock-ons
* for correctness and proper tracking. They come in two major forms - coherent and non-coherent.
*
* Non-coherent maps are the 'easy' case, and in all cases should be recommended whenever users do
* persistent mapping. Indeed because of the implementation details, coherent maps may come at a
* performance penalty even when RenderDoc is not used and it is simply the user code using GL
* directly.
*
* Note also that non-coherent maps tend to go hand in hand with flush explicit maps (although this
* is not guaranteed, it is highly likely). For this reason they don't need any special handling
* aside from noting when a map exists to do an implicit flush when
* glMemoryBarrier(GL_CLIENT_MAPPED_BUFFER_BARRIER_BIT) is called - see below.
*
* Similarly, read-only maps are also 'easy' because we can just pass them through directly and
* don't need to intercept at all.
*
* For coherent maps that can be written to, we modify the GL calls to ensure we can read from them
* again. We return the GL mapped pointer directly to users so that when we aren't actively
* capturing there is little overhead and the user code can run as normal. Our special handling only
* needs to kick in when actively frame capturing.
*
* When frame capturing, we insert an implicit call to PersistentMapMemoryBarrier() over all
* coherent maps whenever any GL function is called that could conceivably read from buffer memory.
* This is at the very least all draw calls but also any texture calls that could read from a PBO or
* other calls. When PersistentMapMemoryBarrier() is called we check to see what has changed and
* serialise it - similar in principle to an implicit call to glFlushMappedBufferRange() over the
* whole buffer.
*
* The first time this happens we don't have any data to compare against - because we mapped
* directly no shadow storage was allocated. This means the whole buffer is serialised the first
* time, as it may have changed from any initial contents. We generate an implicit
* glFlushMappedBufferRange call. Every time after that we compare against the shadow storage from
* previously, serialise out any changes, and update our shadow storage.
*
* This is the reason why we make sure all maps can be read from - we compare our shadow storage vs
* the actual direct GL pointer and not against any other shadow storage, since the direct GL
* pointer is what the application fetched to write into.
*
* Note that this also involves a behaviour change that affects correctness - a user write to memory
* is not visible as soon as the write happens, but only on the next api point where the write could
* have an effect. In correct code this should not be a problem as relying on any other behaviour
* would be impossible - if you wrote into memory expecting commands in flight to be affected you
* could not ensure correct ordering. However, obvious from that description, this is precisely a
* race condition bug if user code did do that - which means race condition bugs will be hidden by
* the nature of this tracing.
*
* There is also the function glMemoryBarrier with bit GL_CLIENT_MAPPED_BUFFER_BARRIER_BIT. This has
* the effect of acting as if all currently persistent-mapped regions were simultaneously flushed.
* This is exactly how we implement it - we store a list of all current user persistent maps and any
* time this bit is passed to glMemoryBarrier, we manually call into
* glFlushMappedNamedBufferRangeEXT() with the appropriate parameters and handling is otherwise
* identical.
*
*
* Implementation notes:
*
* The record->Map.ptr is the *offsetted* pointer, ie. a pointer to the beginning of the mapped
* region, at record->Map.offset bytes from the start of the buffer.
*
* Likewise the shadow storage pointers point to the base of the mapped range and not to the base of
* the buffer.
*
* Coherent persistent maps have their shadow storage freed at the end of every frame capture, to
* ensure it does not hang around and pollute captures after that with stale data.
*
************************************************************************/
void *WrappedOpenGL::glMapNamedBufferRangeEXT(GLuint buffer, GLintptr offset, GLsizeiptr length,
GLbitfield access)
{
// see above for high-level explanation of how mapping is handled
if(IsCaptureMode(m_State))
{
GLResourceRecord *record = GetResourceManager()->GetResourceRecord(BufferRes(GetCtx(), buffer));
// if the buffer was recently orphaned, unset the flag. If the map is unsynchronised then sync
// ourselves to allow our dummy upload of uninitialised 0xdddddddd to complete.
if(record->Map.orphaned)
{
if(access & GL_MAP_UNSYNCHRONIZED_BIT)
GL.glFinish();
record->Map.orphaned = false;
}
// are we mapping directly - returning GL's pointer
bool directMap = false;
// first check if we've already given up on these buffers
if(IsBackgroundCapturing(m_State) &&
m_HighTrafficResources.find(record->GetResourceID()) != m_HighTrafficResources.end())
directMap = true;
if(!directMap && IsBackgroundCapturing(m_State) &&
GetResourceManager()->IsResourceDirty(record->GetResourceID()))
directMap = true;
bool invalidateMap = (access & (GL_MAP_INVALIDATE_BUFFER_BIT | GL_MAP_INVALIDATE_RANGE_BIT)) != 0;
bool flushExplicitMap = (access & GL_MAP_FLUSH_EXPLICIT_BIT) != 0;
// if this map is writing and doesn't invalidate, or is flush explicit, map directly
if(!directMap && (!invalidateMap || flushExplicitMap) && (access & GL_MAP_WRITE_BIT) &&
IsBackgroundCapturing(m_State))
directMap = true;
bool verifyWrite = RenderDoc::Inst().GetCaptureOptions().verifyBufferAccess;
bool persistent = false;
// persistent maps are always made directly
if(access & GL_MAP_PERSISTENT_BIT)
{
// reading must be available
access |= GL_MAP_READ_BIT;
// can't invalidate if we are reading. This flag is safe to remove because it only has a perf
// impact - invalid data could by coincidence be the precise previous contents. We've also
// already set invalidateMap above so if we're verifying buffer contents we know to check for
// it.
access &= ~(GL_MAP_INVALIDATE_BUFFER_BIT | GL_MAP_INVALIDATE_RANGE_BIT);
// also can't be unsynchronized for some reason
access &= ~GL_MAP_UNSYNCHRONIZED_BIT;
directMap = true;
persistent = true;
}
// must also intercept to verify writes, where possible
if(verifyWrite && (access & GL_MAP_WRITE_BIT) && !persistent)
directMap = false;
// read-only maps can be mapped directly as well
if((access & (GL_MAP_READ_BIT | GL_MAP_WRITE_BIT)) == GL_MAP_READ_BIT)
directMap = true;
// anything which is directly mapped for write becomes dirty/high traffic
if(directMap && (access & GL_MAP_WRITE_BIT))
{
m_HighTrafficResources.insert(record->GetResourceID());
GetResourceManager()->MarkDirtyResource(record->GetResourceID());
}
// store the map properties
record->Map.offset = offset;
record->Map.length = length;
record->Map.access = access;
record->Map.invalidate = invalidateMap;
record->Map.verifyWrite = verifyWrite;
record->Map.persistent = persistent;
// store a list of all persistent writing maps, and subset of all coherent maps
uint32_t persistentWriteFlags = GL_MAP_PERSISTENT_BIT | GL_MAP_WRITE_BIT;
if((access & persistentWriteFlags) == persistentWriteFlags)
{
m_PersistentMaps.insert(record);
if(record->Map.access & GL_MAP_COHERENT_BIT)
m_CoherentMaps.insert(record);
}
// if we're doing a direct map, pass onto GL now and return the pointer
if(directMap)
{
record->Map.ptr = (byte *)GL.glMapNamedBufferRangeEXT(buffer, offset, length, access);
record->Map.status = GLResourceRecord::Mapped_Direct;
return record->Map.ptr;
}
// below here, handle write maps to the backing store
byte *backingStore = record->GetDataPtr();
// we should have backing store data allocated by either glBufferData or glBufferStorage.
RDCASSERT(backingStore);
record->Map.status = GLResourceRecord::Mapped_Write;
if(IsActiveCapturing(m_State))
{
// allocate shadow buffers
record->AllocShadowStorage(length);
// if we're not invalidating, we need the existing contents
if(!invalidateMap)
GL.glGetNamedBufferSubDataEXT(buffer, offset, length, record->GetShadowPtr(0));
// copy into second shadow buffer ready for comparison later
memcpy(record->GetShadowPtr(1), record->GetShadowPtr(0), length);
// if we're invalidating, mark the whole range as 0xcc
if(invalidateMap && verifyWrite)
{
memset(record->GetShadowPtr(0), 0xcc, length);
memset(record->GetShadowPtr(1), 0xcc, length);
}
// return to the user our shadow[0] buffer to update, we'll check for differences against
// shadow[1] on unmap
record->Map.ptr = record->GetShadowPtr(0);
}
else if(IsBackgroundCapturing(m_State))
{
// return pointer into backing store so that the user updates it
record->Map.ptr = backingStore + offset;
// if we're verifying writes intercept with shadow storage
if(verifyWrite)
{
// intercept with shadow storage
record->AllocShadowStorage(length);
// if we're not invalidating, we need the existing contents
if(!invalidateMap)
GL.glGetNamedBufferSubDataEXT(buffer, offset, length, record->GetShadowPtr(0));
else
memset(record->GetShadowPtr(0), 0xcc, length);
record->Map.ptr = record->GetShadowPtr(0);
}
record->UpdateCount++;
// mark as high-traffic if we update it often enough
if(record->UpdateCount > 60)
{
m_HighTrafficResources.insert(record->GetResourceID());
GetResourceManager()->MarkDirtyResource(record->GetResourceID());
}
}
return record->Map.ptr;
}
return GL.glMapNamedBufferRangeEXT(buffer, offset, length, access);
}
void *WrappedOpenGL::glMapNamedBufferRange(GLuint buffer, GLintptr offset, GLsizeiptr length,
GLbitfield access)
{
// only difference to EXT function is size parameter, so just upcast
return glMapNamedBufferRangeEXT(buffer, offset, length, access);
}
void *WrappedOpenGL::glMapBufferRange(GLenum target, GLintptr offset, GLsizeiptr length,
GLbitfield access)
{
// see above glMapNamedBufferRangeEXT for high-level explanation of how mapping is handled
if(IsCaptureMode(m_State))
{
GLResourceRecord *record = GetCtxData().m_BufferRecord[BufferIdx(target)];
RDCASSERTMSG("Couldn't identify implicit object at binding. Mismatched or bad GLuint?", record,
target);
if(record)
return glMapNamedBufferRangeEXT(record->Resource.name, offset, length, access);
RDCERR("glMapBufferRange: Couldn't get resource record for target %x - no buffer bound?", target);
}
return GL.glMapBufferRange(target, offset, length, access);
}
// the glMapBuffer functions are equivalent to glMapBufferRange - so we just pass through
void *WrappedOpenGL::glMapNamedBufferEXT(GLuint buffer, GLenum access)
{
if(IsCaptureMode(m_State))
{
GLResourceRecord *record = GetResourceManager()->GetResourceRecord(BufferRes(GetCtx(), buffer));
RDCASSERTMSG("Couldn't identify object passed to function. Mismatched or bad GLuint?", record,
buffer);
if(record)
{
GLbitfield accessBits = 0;
if(access == eGL_READ_ONLY)
accessBits = eGL_MAP_READ_BIT;
else if(access == eGL_WRITE_ONLY)
accessBits = eGL_MAP_WRITE_BIT;
else if(access == eGL_READ_WRITE)
accessBits = eGL_MAP_READ_BIT | eGL_MAP_WRITE_BIT;
return glMapNamedBufferRangeEXT(record->Resource.name, 0, (GLsizeiptr)record->Length,
accessBits);
}
RDCERR("glMapNamedBufferEXT: Couldn't get resource record for buffer %x!", buffer);
}
return GL.glMapNamedBufferEXT(buffer, access);
}
void *WrappedOpenGL::glMapBuffer(GLenum target, GLenum access)
{
// see above glMapNamedBufferRangeEXT for high-level explanation of how mapping is handled
if(IsCaptureMode(m_State))
{
GLResourceRecord *record = GetCtxData().m_BufferRecord[BufferIdx(target)];
if(record)
{
GLbitfield accessBits = 0;
if(access == eGL_READ_ONLY)
accessBits = eGL_MAP_READ_BIT;
else if(access == eGL_WRITE_ONLY)
accessBits = eGL_MAP_WRITE_BIT;
else if(access == eGL_READ_WRITE)
accessBits = eGL_MAP_READ_BIT | eGL_MAP_WRITE_BIT;
return glMapNamedBufferRangeEXT(record->Resource.name, 0, (GLsizeiptr)record->Length,
accessBits);
}
RDCERR("glMapBuffer: Couldn't get resource record for target %s - no buffer bound?",
ToStr(target).c_str());
}
return GL.glMapBuffer(target, access);
}
template <typename SerialiserType>
bool WrappedOpenGL::Serialise_glUnmapNamedBufferEXT(SerialiserType &ser, GLuint bufferHandle)
{
// see above glMapNamedBufferRangeEXT for high-level explanation of how mapping is handled
GLResourceRecord *record = NULL;
if(ser.IsWriting())
record = GetResourceManager()->GetResourceRecord(BufferRes(GetCtx(), bufferHandle));
SERIALISE_ELEMENT_LOCAL(buffer, BufferRes(GetCtx(), bufferHandle));
SERIALISE_ELEMENT_LOCAL(offset, (uint64_t)record->Map.offset);
SERIALISE_ELEMENT_LOCAL(length, (uint64_t)record->Map.length);
uint64_t diffStart = 0;
uint64_t diffEnd = (size_t)length;
byte *MapWrittenData = NULL;
if(ser.IsWriting())
{
MapWrittenData = record->Map.ptr;
if(IsActiveCapturing(m_State) &&
// don't bother checking diff range for tiny buffers
length > 512 &&
// if the map has a sub-range specified, trust the user to have specified
// a minimal range, similar to glFlushMappedBufferRange, so don't find diff
// range.
record->Map.offset == 0 && length == record->Length &&
// similarly for invalidate maps, we want to update the whole buffer
!record->Map.invalidate)
{
size_t s = (size_t)diffStart;
size_t e = (size_t)diffEnd;
bool found = FindDiffRange(record->Map.ptr, record->GetShadowPtr(1), (size_t)length, s, e);
diffStart = (uint64_t)s;
diffEnd = (uint64_t)e;
if(found)
{
#if ENABLED(RDOC_DEVEL)
static uint64_t saved = 0;
saved += length - (diffEnd - diffStart);
RDCDEBUG(
"Mapped resource size %llu, difference: %llu -> %llu. Total bytes saved so far: %llu",
length, diffStart, diffEnd, saved);
#endif
length = diffEnd - diffStart;
}
else
{
diffStart = 0;
diffEnd = 0;
length = 1;
}
// update the data pointer to be rebased to the start of the diff data.
MapWrittenData += diffStart;
}
}
SERIALISE_ELEMENT(diffStart);
SERIALISE_ELEMENT(diffEnd);
SERIALISE_ELEMENT_ARRAY(MapWrittenData, length);
SERIALISE_CHECK_READ_ERRORS();
if(IsReplayingAndReading() && diffEnd > diffStart && MapWrittenData && length > 0)
{
void *ptr = GL.glMapNamedBufferRangeEXT(buffer.name, (GLintptr)(offset + diffStart),
GLsizeiptr(diffEnd - diffStart), GL_MAP_WRITE_BIT);
if(ptr)
{
memcpy(ptr, MapWrittenData, size_t(diffEnd - diffStart));
}
else
{
RDCERR("Failed to map GL buffer");
return false;
}
GL.glUnmapNamedBufferEXT(buffer.name);
}
return true;
}
GLboolean WrappedOpenGL::glUnmapNamedBufferEXT(GLuint buffer)
{
// see above glMapNamedBufferRangeEXT for high-level explanation of how mapping is handled
if(IsCaptureMode(m_State))
{
GLResourceRecord *record = GetResourceManager()->GetResourceRecord(BufferRes(GetCtx(), buffer));
auto status = record->Map.status;
if(IsActiveCapturing(m_State))
{
GetResourceManager()->MarkDirtyResource(record->GetResourceID());
GetResourceManager()->MarkResourceFrameReferenced(record->GetResourceID(),
eFrameRef_ReadBeforeWrite);
}
GLboolean ret = GL_TRUE;
switch(status)
{
case GLResourceRecord::Unmapped:
{
RDCERR("Unmapped buffer being passed to glUnmapBuffer");
break;
}
case GLResourceRecord::Mapped_Direct:
{
// if it was writeable, this is a problem while capturing a frame
if(IsActiveCapturing(m_State) && (record->Map.access & GL_MAP_WRITE_BIT))
{
RDCERR(
"Failed to cap frame - we saw an Unmap() that we didn't capture the corresponding "
"Map() for");
m_SuccessfulCapture = false;
m_FailureReason = CaptureFailed_UncappedUnmap;
}
// need to do the real unmap
ret = GL.glUnmapNamedBufferEXT(buffer);
break;
}
case GLResourceRecord::Mapped_Write:
{
if(record->Map.verifyWrite)
{
if(!record->VerifyShadowStorage())
{
std::string msg = StringFormat::Fmt(
"Overwrite of %llu byte Map()'d buffer detected\n"
"Breakpoint now to see callstack,\nor click 'Yes' to debugbreak.",
record->Length);
int res =
tinyfd_messageBox("Map() overwrite detected!", msg.c_str(), "yesno", "error", 1);
if(res == 1)
{
OS_DEBUG_BREAK();
}
}
// copy from updated shadow to backing store, so we're consistent with the non-verifying
// path
memcpy(record->GetDataPtr() + record->Map.offset, record->Map.ptr, record->Map.length);
}
if(record->Map.access & GL_MAP_FLUSH_EXPLICIT_BIT)
{
// do nothing, any flushes that happened were handled,
// and we won't do any other updates here or make a chunk.
}
else if(IsActiveCapturing(m_State))
{
// serialise the write to the buffer
USE_SCRATCH_SERIALISER();
SCOPED_SERIALISE_CHUNK(gl_CurChunk);
Serialise_glUnmapNamedBufferEXT(ser, buffer);
GetContextRecord()->AddChunk(scope.Get());
}
{
// the app wrote directly into our own pointer (either the backing store or a shadow
// pointer depending on the mode above).
// We need to copy the data across to GL
void *ptr = GL.glMapNamedBufferRangeEXT(buffer, (GLintptr)record->Map.offset,
GLsizeiptr(record->Map.length), GL_MAP_WRITE_BIT);
if(ptr)
memcpy(ptr, record->Map.ptr, record->Map.length);
else
RDCERR("Failed to map buffer for update");
GL.glUnmapNamedBufferEXT(buffer);
}
break;
}
}
// keep list of persistent & coherent maps up to date if we've
// made the last unmap to a buffer
if(record->Map.access & GL_MAP_PERSISTENT_BIT)
{
m_PersistentMaps.erase(record);
if(record->Map.access & GL_MAP_COHERENT_BIT)
m_CoherentMaps.erase(record);
}
record->Map.status = GLResourceRecord::Unmapped;
return ret;
}
return GL.glUnmapNamedBufferEXT(buffer);
}
GLboolean WrappedOpenGL::glUnmapBuffer(GLenum target)
{
// see above glMapNamedBufferRangeEXT for high-level explanation of how mapping is handled
if(IsCaptureMode(m_State))
{
GLResourceRecord *record = GetCtxData().m_BufferRecord[BufferIdx(target)];
if(record)
return glUnmapNamedBufferEXT(record->Resource.name);
RDCERR("glUnmapBuffer: Couldn't get resource record for target %s - no buffer bound?",
ToStr(target).c_str());
}
return GL.glUnmapBuffer(target);
}
// offsetPtr here is from the start of the buffer, not the mapped region
template <typename SerialiserType>
bool WrappedOpenGL::Serialise_glFlushMappedNamedBufferRangeEXT(SerialiserType &ser,
GLuint bufferHandle,
GLintptr offsetPtr,
GLsizeiptr lengthPtr)
{
// see above glMapNamedBufferRangeEXT for high-level explanation of how mapping is handled
SERIALISE_ELEMENT_LOCAL(buffer, BufferRes(GetCtx(), bufferHandle));
SERIALISE_ELEMENT_LOCAL(offset, (uint64_t)offsetPtr);
SERIALISE_ELEMENT_LOCAL(length, (uint64_t)lengthPtr);
GLResourceRecord *record = NULL;
byte *FlushedData = NULL;
uint64_t MapOffset = 0;
if(ser.IsWriting())
{
record = GetResourceManager()->GetResourceRecord(buffer);
if(record->Map.ptr)
FlushedData = record->Map.ptr + offset;
MapOffset = record->Map.offset;
}
SERIALISE_ELEMENT_ARRAY(FlushedData, length);
if(ser.VersionAtLeast(0x1F))
{
SERIALISE_ELEMENT(MapOffset).Hidden();
// we don't need any special handling if this is missing - before 0x1F the map offset was baked
// into the offset parameter, so letting it be 0 is fine.
}
SERIALISE_CHECK_READ_ERRORS();
if(IsReplayingAndReading() && buffer.name && FlushedData && length > 0)
{
// perform a map of the range and copy the data, to emulate the modified region being flushed
void *ptr = GL.glMapNamedBufferRangeEXT(buffer.name, (GLintptr)(MapOffset + offset),
(GLsizeiptr)length, GL_MAP_WRITE_BIT);
if(ptr)
{
memcpy(ptr, FlushedData, size_t(length));
}
else
{
RDCERR("Failed to map GL buffer");
return false;
}
GL.glUnmapNamedBufferEXT(buffer.name);
}
return true;
}
void WrappedOpenGL::glFlushMappedNamedBufferRangeEXT(GLuint buffer, GLintptr offset, GLsizeiptr length)
{
// see above glMapNamedBufferRangeEXT for high-level explanation of how mapping is handled
GLResourceRecord *record = GetResourceManager()->GetResourceRecord(BufferRes(GetCtx(), buffer));
RDCASSERTMSG("Couldn't identify object passed to function. Mismatched or bad GLuint?", record,
buffer);
// only need to pay attention to flushes when in capframe. Otherwise (see above) we
// treat the map as a normal map, and let ALL modified regions go through, flushed or not,
// as this is legal - modified but unflushed regions are 'undefined' so we can just say
// that modifications applying is our undefined behaviour.
// note that we only want to flush the range with GL if we've actually
// mapped it. Otherwise the map is 'virtual' and just pointing to our backing store data
if(record && record->Map.status == GLResourceRecord::Mapped_Direct &&
gl_CurChunk != GLChunk::CoherentMapWrite)
{
GL.glFlushMappedNamedBufferRangeEXT(buffer, offset, length);
}
if(IsActiveCapturing(m_State))
{
if(record)
{
GetResourceManager()->MarkDirtyResource(record->GetResourceID());
GetResourceManager()->MarkResourceFrameReferenced(record->GetResourceID(),
eFrameRef_ReadBeforeWrite);
if(record->Map.status == GLResourceRecord::Unmapped)
{
RDCWARN("Unmapped buffer being flushed, ignoring");
}
else if(record->Map.status == GLResourceRecord::Mapped_Direct)
{
if((record->Map.access & GL_MAP_WRITE_BIT) == 0)
{
// read-only map, we can ignore
}
else if(record->Map.persistent)
{
if(offset < 0 || offset + length > record->Map.length)
{
RDCWARN("Flushed buffer range is outside of mapped range, clamping");
// maintain the length/end boundary of the flushed range if the flushed offset
// is below the mapped range
if(offset < 0)
{
offset = 0;
length += offset;
}
// clamp the length if it's beyond the mapped range.
if(offset + length > record->Map.length)
{
length = (record->Map.length - offset);
}
}
USE_SCRATCH_SERIALISER();
SCOPED_SERIALISE_CHUNK(gl_CurChunk);
Serialise_glFlushMappedNamedBufferRangeEXT(ser, buffer, offset, length);
GetContextRecord()->AddChunk(scope.Get());
}
else
{
RDCERR(
"Failed to cap frame - we saw an FlushMappedBuffer() that we didn't capture the "
"corresponding Map() for");
m_SuccessfulCapture = false;
m_FailureReason = CaptureFailed_UncappedUnmap;
}
}
else if(record->Map.status == GLResourceRecord::Mapped_Write)
{
if(offset < 0 || offset + length > record->Map.length)
{
RDCWARN("Flushed buffer range is outside of mapped range, clamping");
// maintain the length/end boundary of the flushed range if the flushed offset
// is below the mapped range
if(offset < 0)
{
offset = 0;
length += offset;
}
// clamp the length if it's beyond the mapped range.
if(offset + length > record->Map.length)
{
length = (record->Map.length - offset);
}
}
USE_SCRATCH_SERIALISER();
SCOPED_SERIALISE_CHUNK(gl_CurChunk);
Serialise_glFlushMappedNamedBufferRangeEXT(ser, buffer, offset, length);
GetContextRecord()->AddChunk(scope.Get());
// update the comparison buffer
if(IsActiveCapturing(m_State) && record->GetShadowPtr(1))
{
memcpy(record->GetShadowPtr(1) + (size_t)offset, record->GetShadowPtr(0) + (size_t)offset,
(size_t)length);
}
}
}
}
else if(IsBackgroundCapturing(m_State))
{
GetResourceManager()->MarkDirtyResource(record->GetResourceID());
}
}
void WrappedOpenGL::glFlushMappedNamedBufferRange(GLuint buffer, GLintptr offset, GLsizeiptr length)
{
// only difference to EXT function is size parameter, so just upcast
glFlushMappedNamedBufferRangeEXT(buffer, offset, length);
}
void WrappedOpenGL::glFlushMappedBufferRange(GLenum target, GLintptr offset, GLsizeiptr length)
{
if(IsCaptureMode(m_State))
{
GLResourceRecord *record = GetCtxData().m_BufferRecord[BufferIdx(target)];
RDCASSERTMSG("Couldn't identify implicit object at binding. Mismatched or bad GLuint?", record,
target);
if(record)
return glFlushMappedNamedBufferRangeEXT(record->Resource.name, offset, length);
RDCERR(
"glFlushMappedBufferRange: Couldn't get resource record for target %x - no buffer bound?",
target);
}
return GL.glFlushMappedBufferRange(target, offset, length);
}
void WrappedOpenGL::PersistentMapMemoryBarrier(const std::set<GLResourceRecord *> &maps)
{
PUSH_CURRENT_CHUNK;
// this function iterates over all the maps, checking for any changes between
// the shadow pointers, and propogates that to 'real' GL
for(std::set<GLResourceRecord *>::const_iterator it = maps.begin(); it != maps.end(); ++it)
{
GLResourceRecord *record = *it;
RDCASSERT(record && record->Map.ptr);
if(record->Map.ptr)
{
size_t diffStart = 0, diffEnd = record->Map.length;
bool found = true;
if(record->GetShadowPtr(0))
found = FindDiffRange(record->GetShadowPtr(0), record->Map.ptr, (size_t)record->Map.length,
diffStart, diffEnd);
if(found && diffEnd > diffStart)
{
// update the modified region in the 'comparison' shadow buffer for next check
if(record->GetShadowPtr(0) == NULL)
record->AllocShadowStorage(record->Map.length);
else
memcpy(record->GetShadowPtr(0) + diffStart, record->Map.ptr + diffStart,
diffEnd - diffStart);
// we use our own flush function so it will serialise chunks when necessary, and it
// also handles copying into the persistent mapped pointer and flushing the real GL
// buffer
gl_CurChunk = GLChunk::CoherentMapWrite;
glFlushMappedNamedBufferRangeEXT(record->Resource.name, GLintptr(diffStart),
GLsizeiptr(diffEnd - diffStart));
}
}
}
}
#pragma endregion
#pragma region Transform Feedback
template <typename SerialiserType>
bool WrappedOpenGL::Serialise_glGenTransformFeedbacks(SerialiserType &ser, GLsizei n, GLuint *ids)
{
SERIALISE_ELEMENT(n);
SERIALISE_ELEMENT_LOCAL(feedback, GetResourceManager()->GetID(FeedbackRes(GetCtx(), *ids)))
.TypedAs("GLResource"_lit);
SERIALISE_CHECK_READ_ERRORS();
if(IsReplayingAndReading())
{
GLuint real = 0;
GL.glGenTransformFeedbacks(1, &real);
GL.glBindTransformFeedback(eGL_TRANSFORM_FEEDBACK, real);
GL.glBindTransformFeedback(eGL_TRANSFORM_FEEDBACK, 0);
GLResource res = FeedbackRes(GetCtx(), real);
m_ResourceManager->RegisterResource(res);
GetResourceManager()->AddLiveResource(feedback, res);
AddResource(feedback, ResourceType::StateObject, "Transform Feedback");
}
return true;
}
void WrappedOpenGL::glGenTransformFeedbacks(GLsizei n, GLuint *ids)
{
SERIALISE_TIME_CALL(GL.glGenTransformFeedbacks(n, ids));
for(GLsizei i = 0; i < n; i++)
{
GLResource res = FeedbackRes(GetCtx(), ids[i]);
ResourceId id = GetResourceManager()->RegisterResource(res);
if(IsCaptureMode(m_State))
{
Chunk *chunk = NULL;
{
USE_SCRATCH_SERIALISER();
SCOPED_SERIALISE_CHUNK(gl_CurChunk);
Serialise_glGenTransformFeedbacks(ser, 1, ids + i);
chunk = scope.Get();
}
GLResourceRecord *record = GetResourceManager()->AddResourceRecord(id);
RDCASSERT(record);
record->AddChunk(chunk);
}
else
{
GetResourceManager()->AddLiveResource(id, res);
}
}
}
template <typename SerialiserType>
bool WrappedOpenGL::Serialise_glCreateTransformFeedbacks(SerialiserType &ser, GLsizei n, GLuint *ids)
{
SERIALISE_ELEMENT(n);
SERIALISE_ELEMENT_LOCAL(feedback, GetResourceManager()->GetID(FeedbackRes(GetCtx(), *ids)))
.TypedAs("GLResource"_lit);
SERIALISE_CHECK_READ_ERRORS();
if(IsReplayingAndReading())
{
GLuint real = 0;
GL.glCreateTransformFeedbacks(1, &real);
GLResource res = FeedbackRes(GetCtx(), real);
m_ResourceManager->RegisterResource(res);
GetResourceManager()->AddLiveResource(feedback, res);
AddResource(feedback, ResourceType::StateObject, "Transform Feedback");
}
return true;
}
void WrappedOpenGL::glCreateTransformFeedbacks(GLsizei n, GLuint *ids)
{
SERIALISE_TIME_CALL(GL.glCreateTransformFeedbacks(n, ids));
for(GLsizei i = 0; i < n; i++)
{
GLResource res = FeedbackRes(GetCtx(), ids[i]);
ResourceId id = GetResourceManager()->RegisterResource(res);
if(IsCaptureMode(m_State))
{
Chunk *chunk = NULL;
{
USE_SCRATCH_SERIALISER();
SCOPED_SERIALISE_CHUNK(gl_CurChunk);
Serialise_glCreateTransformFeedbacks(ser, 1, ids + i);
chunk = scope.Get();
}
GLResourceRecord *record = GetResourceManager()->AddResourceRecord(id);
RDCASSERT(record);
record->AddChunk(chunk);
}
else
{
GetResourceManager()->AddLiveResource(id, res);
}
}
}
void WrappedOpenGL::glDeleteTransformFeedbacks(GLsizei n, const GLuint *ids)
{
for(GLsizei i = 0; i < n; i++)
{
GLResource res = FeedbackRes(GetCtx(), ids[i]);
if(GetResourceManager()->HasCurrentResource(res))
{
if(GetResourceManager()->HasResourceRecord(res))
GetResourceManager()->GetResourceRecord(res)->Delete(GetResourceManager());
GetResourceManager()->UnregisterResource(res);
}
}
GL.glDeleteTransformFeedbacks(n, ids);
}
template <typename SerialiserType>
bool WrappedOpenGL::Serialise_glTransformFeedbackBufferBase(SerialiserType &ser, GLuint xfbHandle,
GLuint index, GLuint bufferHandle)
{
SERIALISE_ELEMENT_LOCAL(xfb, FeedbackRes(GetCtx(), xfbHandle));
SERIALISE_ELEMENT(index);
SERIALISE_ELEMENT_LOCAL(buffer, BufferRes(GetCtx(), bufferHandle));
SERIALISE_CHECK_READ_ERRORS();
if(IsReplayingAndReading())
{
// use ARB_direct_state_access functions here as we use EXT_direct_state_access elsewhere. If
// we are running without ARB_dsa support, these functions are emulated in the trivial way. This
// is necessary since these functions can be serialised even if ARB_dsa was not used originally,
// and we need to support this case.
GL.glTransformFeedbackBufferBase(xfb.name, index, buffer.name);
AddResourceInitChunk(xfb);
}
return true;
}
void WrappedOpenGL::glTransformFeedbackBufferBase(GLuint xfb, GLuint index, GLuint buffer)
{
SERIALISE_TIME_CALL(GL.glTransformFeedbackBufferBase(xfb, index, buffer));
if(IsCaptureMode(m_State))
{
USE_SCRATCH_SERIALISER();
SCOPED_SERIALISE_CHUNK(gl_CurChunk);
Serialise_glTransformFeedbackBufferBase(ser, xfb, index, buffer);
if(IsActiveCapturing(m_State))
{
GetContextRecord()->AddChunk(scope.Get());
GetResourceManager()->MarkResourceFrameReferenced(BufferRes(GetCtx(), buffer),
eFrameRef_ReadBeforeWrite);
}
else if(xfb != 0)
{
GLResourceRecord *fbrecord =
GetResourceManager()->GetResourceRecord(FeedbackRes(GetCtx(), xfb));
fbrecord->AddChunk(scope.Get());
if(buffer != 0)
fbrecord->AddParent(GetResourceManager()->GetResourceRecord(BufferRes(GetCtx(), buffer)));
}
}
}
template <typename SerialiserType>
bool WrappedOpenGL::Serialise_glTransformFeedbackBufferRange(SerialiserType &ser, GLuint xfbHandle,
GLuint index, GLuint bufferHandle,
GLintptr offsetPtr, GLsizeiptr sizePtr)
{
SERIALISE_ELEMENT_LOCAL(xfb, FeedbackRes(GetCtx(), xfbHandle));
SERIALISE_ELEMENT(index);
SERIALISE_ELEMENT_LOCAL(buffer, BufferRes(GetCtx(), bufferHandle));
SERIALISE_ELEMENT_LOCAL(offset, (uint64_t)offsetPtr);
SERIALISE_ELEMENT_LOCAL(size, (uint64_t)sizePtr);
SERIALISE_CHECK_READ_ERRORS();
if(IsReplayingAndReading())
{
// use ARB_direct_state_access functions here as we use EXT_direct_state_access elsewhere. If
// we are running without ARB_dsa support, these functions are emulated in the obvious way. This
// is necessary since these functions can be serialised even if ARB_dsa was not used originally,
// and we need to support this case.
GL.glTransformFeedbackBufferRange(xfb.name, index, buffer.name, (GLintptr)offset, (GLsizei)size);
AddResourceInitChunk(xfb);
}
return true;
}
void WrappedOpenGL::glTransformFeedbackBufferRange(GLuint xfb, GLuint index, GLuint buffer,
GLintptr offset, GLsizeiptr size)
{
SERIALISE_TIME_CALL(GL.glTransformFeedbackBufferRange(xfb, index, buffer, offset, size));
if(IsCaptureMode(m_State))
{
USE_SCRATCH_SERIALISER();
SCOPED_SERIALISE_CHUNK(gl_CurChunk);
Serialise_glTransformFeedbackBufferRange(ser, xfb, index, buffer, offset, size);
if(IsActiveCapturing(m_State))
{
GetContextRecord()->AddChunk(scope.Get());
GetResourceManager()->MarkResourceFrameReferenced(BufferRes(GetCtx(), buffer),
eFrameRef_ReadBeforeWrite);
}
else if(xfb != 0)
{
GLResourceRecord *fbrecord =
GetResourceManager()->GetResourceRecord(FeedbackRes(GetCtx(), xfb));
fbrecord->AddChunk(scope.Get());
if(buffer != 0)
fbrecord->AddParent(GetResourceManager()->GetResourceRecord(BufferRes(GetCtx(), buffer)));
}
}
}
template <typename SerialiserType>
bool WrappedOpenGL::Serialise_glBindTransformFeedback(SerialiserType &ser, GLenum target,
GLuint xfbHandle)
{
SERIALISE_ELEMENT(target);
SERIALISE_ELEMENT_LOCAL(xfb, FeedbackRes(GetCtx(), xfbHandle));
SERIALISE_CHECK_READ_ERRORS();
if(IsReplayingAndReading())
{
GL.glBindTransformFeedback(target, xfb.name);
}
return true;
}
void WrappedOpenGL::glBindTransformFeedback(GLenum target, GLuint id)
{
SERIALISE_TIME_CALL(GL.glBindTransformFeedback(target, id));
GLResourceRecord *record = NULL;
if(IsCaptureMode(m_State))
{
if(id == 0)
{
GetCtxData().m_FeedbackRecord = record = NULL;
}
else
{
GetCtxData().m_FeedbackRecord = record =
GetResourceManager()->GetResourceRecord(FeedbackRes(GetCtx(), id));
}
}
if(IsActiveCapturing(m_State))
{
USE_SCRATCH_SERIALISER();
SCOPED_SERIALISE_CHUNK(gl_CurChunk);
Serialise_glBindTransformFeedback(ser, target, id);
GetContextRecord()->AddChunk(scope.Get());
if(record)
GetResourceManager()->MarkResourceFrameReferenced(record->GetResourceID(), eFrameRef_Read);
}
}
template <typename SerialiserType>
bool WrappedOpenGL::Serialise_glBeginTransformFeedback(SerialiserType &ser, GLenum primitiveMode)
{
SERIALISE_ELEMENT(primitiveMode);
SERIALISE_CHECK_READ_ERRORS();
if(IsReplayingAndReading())
{
GL.glBeginTransformFeedback(primitiveMode);
m_ActiveFeedback = true;
}
return true;
}
void WrappedOpenGL::glBeginTransformFeedback(GLenum primitiveMode)
{
SERIALISE_TIME_CALL(GL.glBeginTransformFeedback(primitiveMode));
m_ActiveFeedback = true;
if(IsActiveCapturing(m_State))
{
USE_SCRATCH_SERIALISER();
SCOPED_SERIALISE_CHUNK(gl_CurChunk);
Serialise_glBeginTransformFeedback(ser, primitiveMode);
GetContextRecord()->AddChunk(scope.Get());
}
}
template <typename SerialiserType>
bool WrappedOpenGL::Serialise_glPauseTransformFeedback(SerialiserType &ser)
{
if(IsReplayingAndReading())
{
GL.glPauseTransformFeedback();
}
return true;
}
void WrappedOpenGL::glPauseTransformFeedback()
{
SERIALISE_TIME_CALL(GL.glPauseTransformFeedback());
if(IsActiveCapturing(m_State))
{
USE_SCRATCH_SERIALISER();
SCOPED_SERIALISE_CHUNK(gl_CurChunk);
Serialise_glPauseTransformFeedback(ser);
GetContextRecord()->AddChunk(scope.Get());
}
}
template <typename SerialiserType>
bool WrappedOpenGL::Serialise_glResumeTransformFeedback(SerialiserType &ser)
{
if(IsReplayingAndReading())
{
GL.glResumeTransformFeedback();
}
return true;
}
void WrappedOpenGL::glResumeTransformFeedback()
{
SERIALISE_TIME_CALL(GL.glResumeTransformFeedback());
if(IsActiveCapturing(m_State))
{
USE_SCRATCH_SERIALISER();
SCOPED_SERIALISE_CHUNK(gl_CurChunk);
Serialise_glResumeTransformFeedback(ser);
GetContextRecord()->AddChunk(scope.Get());
}
}
template <typename SerialiserType>
bool WrappedOpenGL::Serialise_glEndTransformFeedback(SerialiserType &ser)
{
if(IsReplayingAndReading())
{
GL.glEndTransformFeedback();
m_ActiveFeedback = false;
}
return true;
}
void WrappedOpenGL::glEndTransformFeedback()
{
SERIALISE_TIME_CALL(GL.glEndTransformFeedback());
m_ActiveFeedback = false;
if(IsActiveCapturing(m_State))
{
USE_SCRATCH_SERIALISER();
SCOPED_SERIALISE_CHUNK(gl_CurChunk);
Serialise_glEndTransformFeedback(ser);
GetContextRecord()->AddChunk(scope.Get());
}
}
#pragma endregion
#pragma region Vertex Arrays
// NOTE: In each of the vertex array object functions below, we might not have the live buffer
// resource if it's is a pre-capture chunk, and the buffer was never referenced at all in the actual
// frame.
// The reason for this is that the VAO record doesn't add a parent of the buffer record - because
// that parent tracking quickly becomes stale with high traffic VAOs ignoring updates etc, so we
// don't rely on the parent connection and manually reference the buffer wherever it is actually
// used.
template <typename SerialiserType>
bool WrappedOpenGL::Serialise_glVertexArrayVertexAttribOffsetEXT(
SerialiserType &ser, GLuint vaobjHandle, GLuint bufferHandle, GLuint index, GLint size,
GLenum type, GLboolean normalized, GLsizei stride, GLintptr offsetPtr)
{
SERIALISE_ELEMENT_LOCAL(vaobj, VertexArrayRes(GetCtx(), vaobjHandle));
SERIALISE_ELEMENT_LOCAL(buffer, BufferRes(GetCtx(), bufferHandle));
SERIALISE_ELEMENT(index);
SERIALISE_ELEMENT(size);
SERIALISE_ELEMENT(type);
SERIALISE_ELEMENT_TYPED(bool, normalized);
SERIALISE_ELEMENT(stride);
SERIALISE_ELEMENT_LOCAL(offset, (uint64_t)offsetPtr);
SERIALISE_CHECK_READ_ERRORS();
if(IsReplayingAndReading())
{
if(vaobj.name == 0)
vaobj.name = m_Global_VAO0;
// some intel drivers don't properly update query states (like GL_VERTEX_ATTRIB_ARRAY_SIZE)
// unless the VAO is also bound when performing EXT_dsa functions :(
GLuint prevVAO = 0;
GL.glGetIntegerv(eGL_VERTEX_ARRAY_BINDING, (GLint *)&prevVAO);
GL.glBindVertexArray(vaobj.name);
// seems buggy when mixed and matched with new style vertex attrib binding, which we use for VAO
// initial states. Since the spec defines how this function should work in terms of new style
// bindings, just do that ourselves.
// GL.glVertexArrayVertexAttribOffsetEXT(vaobj.name, buffer.name, index, size, type, normalized,
// stride, (GLintptr)offset);
GL.glVertexArrayVertexAttribFormatEXT(vaobj.name, index, size, type, normalized, 0);
GL.glVertexArrayVertexAttribBindingEXT(vaobj.name, index, index);
if(stride == 0)
{
GLenum SizeEnum = size == 1 ? eGL_RED : size == 2 ? eGL_RG : size == 3 ? eGL_RGB : eGL_RGBA;
stride = (uint32_t)GetByteSize(1, 1, 1, SizeEnum, type);
}
if(buffer.name == 0)
{
// ES allows client-memory pointers, which we override with temp buffers during capture.
// For replay, discard these pointers to prevent driver complaining about "negative offsets".
offset = 0;
}
GL.glVertexArrayBindVertexBufferEXT(vaobj.name, index, buffer.name, (GLintptr)offset, stride);
GL.glBindVertexArray(prevVAO);
AddResourceInitChunk(vaobj);
}
return true;
}
void WrappedOpenGL::glVertexArrayVertexAttribOffsetEXT(GLuint vaobj, GLuint buffer, GLuint index,
GLint size, GLenum type, GLboolean normalized,
GLsizei stride, GLintptr offset)
{
SERIALISE_TIME_CALL(GL.glVertexArrayVertexAttribOffsetEXT(vaobj, buffer, index, size, type,
normalized, stride, offset));
if(IsCaptureMode(m_State))
{
GLResourceRecord *bufrecord =
GetResourceManager()->GetResourceRecord(BufferRes(GetCtx(), buffer));
GLResourceRecord *varecord =
GetResourceManager()->GetResourceRecord(VertexArrayRes(GetCtx(), vaobj));
GLResourceRecord *r = IsActiveCapturing(m_State) ? GetContextRecord() : varecord;
if(r)
{
if(IsBackgroundCapturing(m_State) && !RecordUpdateCheck(varecord))
return;
if(IsActiveCapturing(m_State) && varecord)
GetResourceManager()->MarkVAOReferenced(varecord->Resource, eFrameRef_ReadBeforeWrite);
if(IsActiveCapturing(m_State) && bufrecord)
GetResourceManager()->MarkResourceFrameReferenced(bufrecord->GetResourceID(), eFrameRef_Read);
{
USE_SCRATCH_SERIALISER();
SCOPED_SERIALISE_CHUNK(gl_CurChunk);
Serialise_glVertexArrayVertexAttribOffsetEXT(ser, vaobj, buffer, index, size, type,
normalized, stride, offset);
r->AddChunk(scope.Get());
}
}
}
}
void WrappedOpenGL::glVertexAttribPointer(GLuint index, GLint size, GLenum type,
GLboolean normalized, GLsizei stride, const void *pointer)
{
SERIALISE_TIME_CALL(GL.glVertexAttribPointer(index, size, type, normalized, stride, pointer));
if(IsCaptureMode(m_State))
{
ContextData &cd = GetCtxData();
GLResourceRecord *bufrecord = cd.m_BufferRecord[BufferIdx(eGL_ARRAY_BUFFER)];
GLResourceRecord *varecord = cd.m_VertexArrayRecord;
GLResourceRecord *r = IsActiveCapturing(m_State) ? GetContextRecord() : varecord;
if(r)
{
if(IsBackgroundCapturing(m_State) && !RecordUpdateCheck(varecord))
return;
if(IsActiveCapturing(m_State) && varecord)
GetResourceManager()->MarkVAOReferenced(varecord->Resource, eFrameRef_ReadBeforeWrite);
if(IsActiveCapturing(m_State) && bufrecord)
GetResourceManager()->MarkResourceFrameReferenced(bufrecord->GetResourceID(), eFrameRef_Read);
{
USE_SCRATCH_SERIALISER();
SCOPED_SERIALISE_CHUNK(gl_CurChunk);
Serialise_glVertexArrayVertexAttribOffsetEXT(
ser, varecord ? varecord->Resource.name : 0, bufrecord ? bufrecord->Resource.name : 0,
index, size, type, normalized, stride,
bufrecord ? (GLintptr)pointer : GLintptr(0xDEADBEEF));
r->AddChunk(scope.Get());
}
}
}
}
template <typename SerialiserType>
bool WrappedOpenGL::Serialise_glVertexArrayVertexAttribIOffsetEXT(SerialiserType &ser,
GLuint vaobjHandle,
GLuint bufferHandle, GLuint index,
GLint size, GLenum type,
GLsizei stride, GLintptr offsetPtr)
{
SERIALISE_ELEMENT_LOCAL(vaobj, VertexArrayRes(GetCtx(), vaobjHandle));
SERIALISE_ELEMENT_LOCAL(buffer, BufferRes(GetCtx(), bufferHandle));
SERIALISE_ELEMENT(index);
SERIALISE_ELEMENT(size);
SERIALISE_ELEMENT(type);
SERIALISE_ELEMENT(stride);
SERIALISE_ELEMENT_LOCAL(offset, (uint64_t)offsetPtr);
SERIALISE_CHECK_READ_ERRORS();
if(IsReplayingAndReading())
{
if(vaobj.name == 0)
vaobj.name = m_Global_VAO0;
// some intel drivers don't properly update query states (like GL_VERTEX_ATTRIB_ARRAY_SIZE)
// unless the VAO is also bound when performing EXT_dsa functions :(
GLuint prevVAO = 0;
GL.glGetIntegerv(eGL_VERTEX_ARRAY_BINDING, (GLint *)&prevVAO);
GL.glBindVertexArray(vaobj.name);
// seems buggy when mixed and matched with new style vertex attrib binding, which we use for VAO
// initial states. Since the spec defines how this function should work in terms of new style
// bindings, just do that ourselves.
// GL.glVertexArrayVertexAttribIOffsetEXT(vaobj.name, buffer.name, index, size, type,
// stride, (GLintptr)offset);
GL.glVertexArrayVertexAttribIFormatEXT(vaobj.name, index, size, type, 0);
GL.glVertexArrayVertexAttribBindingEXT(vaobj.name, index, index);
if(stride == 0)
{
GLenum SizeEnum = size == 1 ? eGL_RED : size == 2 ? eGL_RG : size == 3 ? eGL_RGB : eGL_RGBA;
stride = (uint32_t)GetByteSize(1, 1, 1, SizeEnum, type);
}
if(buffer.name == 0)
{
// ES allows client-memory pointers, which we override with temp buffers during capture.
// For replay, discard these pointers to prevent driver complaining about "negative offsets".
offset = 0;
}
GL.glVertexArrayBindVertexBufferEXT(vaobj.name, index, buffer.name, (GLintptr)offset, stride);
GL.glBindVertexArray(prevVAO);
AddResourceInitChunk(vaobj);
}
return true;
}
void WrappedOpenGL::glVertexArrayVertexAttribIOffsetEXT(GLuint vaobj, GLuint buffer, GLuint index,
GLint size, GLenum type, GLsizei stride,
GLintptr offset)
{
SERIALISE_TIME_CALL(
GL.glVertexArrayVertexAttribIOffsetEXT(vaobj, buffer, index, size, type, stride, offset));
if(IsCaptureMode(m_State))
{
GLResourceRecord *bufrecord =
GetResourceManager()->GetResourceRecord(BufferRes(GetCtx(), buffer));
GLResourceRecord *varecord =
GetResourceManager()->GetResourceRecord(VertexArrayRes(GetCtx(), vaobj));
GLResourceRecord *r = IsActiveCapturing(m_State) ? GetContextRecord() : varecord;
if(r)
{
if(IsBackgroundCapturing(m_State) && !RecordUpdateCheck(varecord))
return;
if(IsActiveCapturing(m_State) && varecord)
GetResourceManager()->MarkVAOReferenced(varecord->Resource, eFrameRef_ReadBeforeWrite);
if(IsActiveCapturing(m_State) && bufrecord)
GetResourceManager()->MarkResourceFrameReferenced(bufrecord->GetResourceID(), eFrameRef_Read);
{
USE_SCRATCH_SERIALISER();
SCOPED_SERIALISE_CHUNK(gl_CurChunk);
Serialise_glVertexArrayVertexAttribIOffsetEXT(ser, vaobj, buffer, index, size, type, stride,
offset);
r->AddChunk(scope.Get());
}
}
}
}
void WrappedOpenGL::glVertexAttribIPointer(GLuint index, GLint size, GLenum type, GLsizei stride,
const void *pointer)
{
SERIALISE_TIME_CALL(GL.glVertexAttribIPointer(index, size, type, stride, pointer));
if(IsCaptureMode(m_State))
{
ContextData &cd = GetCtxData();
GLResourceRecord *bufrecord = cd.m_BufferRecord[BufferIdx(eGL_ARRAY_BUFFER)];
GLResourceRecord *varecord = cd.m_VertexArrayRecord;
GLResourceRecord *r = IsActiveCapturing(m_State) ? GetContextRecord() : varecord;
if(r)
{
if(IsBackgroundCapturing(m_State) && !RecordUpdateCheck(varecord))
return;
if(IsActiveCapturing(m_State) && varecord)
GetResourceManager()->MarkVAOReferenced(varecord->Resource, eFrameRef_ReadBeforeWrite);
if(IsActiveCapturing(m_State) && bufrecord)
GetResourceManager()->MarkResourceFrameReferenced(bufrecord->GetResourceID(), eFrameRef_Read);
{
USE_SCRATCH_SERIALISER();
SCOPED_SERIALISE_CHUNK(gl_CurChunk);
Serialise_glVertexArrayVertexAttribIOffsetEXT(
ser, varecord ? varecord->Resource.name : 0, bufrecord ? bufrecord->Resource.name : 0,
index, size, type, stride, bufrecord ? (GLintptr)pointer : GLintptr(0xDEADBEEF));
r->AddChunk(scope.Get());
}
}
}
}
template <typename SerialiserType>
bool WrappedOpenGL::Serialise_glVertexArrayVertexAttribLOffsetEXT(SerialiserType &ser,
GLuint vaobjHandle,
GLuint bufferHandle, GLuint index,
GLint size, GLenum type,
GLsizei stride, GLintptr offsetPtr)
{
SERIALISE_ELEMENT_LOCAL(vaobj, VertexArrayRes(GetCtx(), vaobjHandle));
SERIALISE_ELEMENT_LOCAL(buffer, BufferRes(GetCtx(), bufferHandle));
SERIALISE_ELEMENT(index);
SERIALISE_ELEMENT(size);
SERIALISE_ELEMENT(type);
SERIALISE_ELEMENT(stride);
SERIALISE_ELEMENT_LOCAL(offset, (uint64_t)offsetPtr);
SERIALISE_CHECK_READ_ERRORS();
if(IsReplayingAndReading())
{
if(vaobj.name == 0)
vaobj.name = m_Global_VAO0;
// some intel drivers don't properly update query states (like GL_VERTEX_ATTRIB_ARRAY_SIZE)
// unless the VAO is also bound when performing EXT_dsa functions :(
GLuint prevVAO = 0;
GL.glGetIntegerv(eGL_VERTEX_ARRAY_BINDING, (GLint *)&prevVAO);
GL.glBindVertexArray(vaobj.name);
// seems buggy when mixed and matched with new style vertex attrib binding, which we use for VAO
// initial states. Since the spec defines how this function should work in terms of new style
// bindings, just do that ourselves.
// GL.glVertexArrayVertexAttribIOffsetEXT(vaobj.name, buffer.name, index, size, type,
// stride, (GLintptr)offset);
GL.glVertexArrayVertexAttribLFormatEXT(vaobj.name, index, size, type, 0);
GL.glVertexArrayVertexAttribBindingEXT(vaobj.name, index, index);
if(stride == 0)
{
GLenum SizeEnum = size == 1 ? eGL_RED : size == 2 ? eGL_RG : size == 3 ? eGL_RGB : eGL_RGBA;
stride = (uint32_t)GetByteSize(1, 1, 1, SizeEnum, type);
}
if(buffer.name == 0)
{
// ES allows client-memory pointers, which we override with temp buffers during capture.
// For replay, discard these pointers to prevent driver complaining about "negative offsets".
offset = 0;
}
GL.glVertexArrayBindVertexBufferEXT(vaobj.name, index, buffer.name, (GLintptr)offset, stride);
GL.glBindVertexArray(prevVAO);
AddResourceInitChunk(vaobj);
}
return true;
}
void WrappedOpenGL::glVertexArrayVertexAttribLOffsetEXT(GLuint vaobj, GLuint buffer, GLuint index,
GLint size, GLenum type, GLsizei stride,
GLintptr offset)
{
SERIALISE_TIME_CALL(
GL.glVertexArrayVertexAttribLOffsetEXT(vaobj, buffer, index, size, type, stride, offset));
if(IsCaptureMode(m_State))
{
GLResourceRecord *bufrecord =
GetResourceManager()->GetResourceRecord(BufferRes(GetCtx(), buffer));
GLResourceRecord *varecord =
GetResourceManager()->GetResourceRecord(VertexArrayRes(GetCtx(), vaobj));
GLResourceRecord *r = IsActiveCapturing(m_State) ? GetContextRecord() : varecord;
if(r)
{
if(IsBackgroundCapturing(m_State) && !RecordUpdateCheck(varecord))
return;
if(IsActiveCapturing(m_State) && varecord)
GetResourceManager()->MarkVAOReferenced(varecord->Resource, eFrameRef_ReadBeforeWrite);
if(IsActiveCapturing(m_State) && bufrecord)
GetResourceManager()->MarkResourceFrameReferenced(bufrecord->GetResourceID(), eFrameRef_Read);
{
USE_SCRATCH_SERIALISER();
SCOPED_SERIALISE_CHUNK(gl_CurChunk);
Serialise_glVertexArrayVertexAttribLOffsetEXT(ser, vaobj, buffer, index, size, type, stride,
offset);
r->AddChunk(scope.Get());
}
}
}
}
void WrappedOpenGL::glVertexAttribLPointer(GLuint index, GLint size, GLenum type, GLsizei stride,
const void *pointer)
{
SERIALISE_TIME_CALL(GL.glVertexAttribLPointer(index, size, type, stride, pointer));
if(IsCaptureMode(m_State))
{
ContextData &cd = GetCtxData();
GLResourceRecord *bufrecord = cd.m_BufferRecord[BufferIdx(eGL_ARRAY_BUFFER)];
GLResourceRecord *varecord = cd.m_VertexArrayRecord;
GLResourceRecord *r = IsActiveCapturing(m_State) ? GetContextRecord() : varecord;
if(r)
{
if(IsBackgroundCapturing(m_State) && !RecordUpdateCheck(varecord))
return;
if(IsActiveCapturing(m_State) && varecord)
GetResourceManager()->MarkVAOReferenced(varecord->Resource, eFrameRef_ReadBeforeWrite);
if(IsActiveCapturing(m_State) && bufrecord)
GetResourceManager()->MarkResourceFrameReferenced(bufrecord->GetResourceID(), eFrameRef_Read);
{
USE_SCRATCH_SERIALISER();
SCOPED_SERIALISE_CHUNK(gl_CurChunk);
Serialise_glVertexArrayVertexAttribLOffsetEXT(
ser, varecord ? varecord->Resource.name : 0, bufrecord ? bufrecord->Resource.name : 0,
index, size, type, stride, bufrecord ? (GLintptr)pointer : GLintptr(0xDEADBEEF));
r->AddChunk(scope.Get());
}
}
}
}
template <typename SerialiserType>
bool WrappedOpenGL::Serialise_glVertexArrayVertexAttribBindingEXT(SerialiserType &ser,
GLuint vaobjHandle,
GLuint attribindex,
GLuint bindingindex)
{
SERIALISE_ELEMENT_LOCAL(vaobj, VertexArrayRes(GetCtx(), vaobjHandle));
SERIALISE_ELEMENT(attribindex);
SERIALISE_ELEMENT(bindingindex);
SERIALISE_CHECK_READ_ERRORS();
if(IsReplayingAndReading())
{
if(vaobj.name == 0)
vaobj.name = m_Global_VAO0;
GL.glVertexArrayVertexAttribBindingEXT(vaobj.name, attribindex, bindingindex);
AddResourceInitChunk(vaobj);
}
return true;
}
void WrappedOpenGL::glVertexArrayVertexAttribBindingEXT(GLuint vaobj, GLuint attribindex,
GLuint bindingindex)
{
SERIALISE_TIME_CALL(GL.glVertexArrayVertexAttribBindingEXT(vaobj, attribindex, bindingindex));
if(IsCaptureMode(m_State))
{
GLResourceRecord *varecord =
GetResourceManager()->GetResourceRecord(VertexArrayRes(GetCtx(), vaobj));
GLResourceRecord *r = IsActiveCapturing(m_State) ? GetContextRecord() : varecord;
if(r)
{
if(IsBackgroundCapturing(m_State) && !RecordUpdateCheck(varecord))
return;
if(IsActiveCapturing(m_State) && varecord)
GetResourceManager()->MarkVAOReferenced(varecord->Resource, eFrameRef_ReadBeforeWrite);
{
USE_SCRATCH_SERIALISER();
SCOPED_SERIALISE_CHUNK(gl_CurChunk);
Serialise_glVertexArrayVertexAttribBindingEXT(ser, vaobj, attribindex, bindingindex);
r->AddChunk(scope.Get());
}
}
}
}
void WrappedOpenGL::glVertexAttribBinding(GLuint attribindex, GLuint bindingindex)
{
SERIALISE_TIME_CALL(GL.glVertexAttribBinding(attribindex, bindingindex));
if(IsCaptureMode(m_State))
{
GLResourceRecord *varecord = GetCtxData().m_VertexArrayRecord;
GLResourceRecord *r = IsActiveCapturing(m_State) ? GetContextRecord() : varecord;
if(r)
{
if(IsBackgroundCapturing(m_State) && !RecordUpdateCheck(varecord))
return;
if(IsActiveCapturing(m_State) && varecord)
GetResourceManager()->MarkVAOReferenced(varecord->Resource, eFrameRef_ReadBeforeWrite);
{
USE_SCRATCH_SERIALISER();
SCOPED_SERIALISE_CHUNK(gl_CurChunk);
Serialise_glVertexArrayVertexAttribBindingEXT(ser, varecord ? varecord->Resource.name : 0,
attribindex, bindingindex);
r->AddChunk(scope.Get());
}
}
}
}
template <typename SerialiserType>
bool WrappedOpenGL::Serialise_glVertexArrayVertexAttribFormatEXT(SerialiserType &ser,
GLuint vaobjHandle,
GLuint attribindex, GLint size,
GLenum type, GLboolean normalized,
GLuint relativeoffset)
{
SERIALISE_ELEMENT_LOCAL(vaobj, VertexArrayRes(GetCtx(), vaobjHandle));
SERIALISE_ELEMENT(attribindex);
SERIALISE_ELEMENT(size);
SERIALISE_ELEMENT(type);
SERIALISE_ELEMENT_TYPED(bool, normalized);
SERIALISE_ELEMENT(relativeoffset);
SERIALISE_CHECK_READ_ERRORS();
if(IsReplayingAndReading())
{
if(vaobj.name == 0)
vaobj.name = m_Global_VAO0;
GL.glVertexArrayVertexAttribFormatEXT(vaobj.name, attribindex, size, type, normalized,
relativeoffset);
AddResourceInitChunk(vaobj);
}
return true;
}
void WrappedOpenGL::glVertexArrayVertexAttribFormatEXT(GLuint vaobj, GLuint attribindex, GLint size,
GLenum type, GLboolean normalized,
GLuint relativeoffset)
{
SERIALISE_TIME_CALL(GL.glVertexArrayVertexAttribFormatEXT(vaobj, attribindex, size, type,
normalized, relativeoffset));
if(IsCaptureMode(m_State))
{
GLResourceRecord *varecord =
GetResourceManager()->GetResourceRecord(VertexArrayRes(GetCtx(), vaobj));
GLResourceRecord *r = IsActiveCapturing(m_State) ? GetContextRecord() : varecord;
if(r)
{
if(IsBackgroundCapturing(m_State) && !RecordUpdateCheck(varecord))
return;
if(IsActiveCapturing(m_State) && varecord)
GetResourceManager()->MarkVAOReferenced(varecord->Resource, eFrameRef_ReadBeforeWrite);
{
USE_SCRATCH_SERIALISER();
SCOPED_SERIALISE_CHUNK(gl_CurChunk);
Serialise_glVertexArrayVertexAttribFormatEXT(ser, vaobj, attribindex, size, type,
normalized, relativeoffset);
r->AddChunk(scope.Get());
}
}
}
}
void WrappedOpenGL::glVertexAttribFormat(GLuint attribindex, GLint size, GLenum type,
GLboolean normalized, GLuint relativeoffset)
{
SERIALISE_TIME_CALL(GL.glVertexAttribFormat(attribindex, size, type, normalized, relativeoffset));
if(IsCaptureMode(m_State))
{
GLResourceRecord *varecord = GetCtxData().m_VertexArrayRecord;
GLResourceRecord *r = IsActiveCapturing(m_State) ? GetContextRecord() : varecord;
if(r)
{
if(IsBackgroundCapturing(m_State) && !RecordUpdateCheck(varecord))
return;
if(IsActiveCapturing(m_State) && varecord)
GetResourceManager()->MarkVAOReferenced(varecord->Resource, eFrameRef_ReadBeforeWrite);
{
USE_SCRATCH_SERIALISER();
SCOPED_SERIALISE_CHUNK(gl_CurChunk);
Serialise_glVertexArrayVertexAttribFormatEXT(ser, varecord ? varecord->Resource.name : 0,
attribindex, size, type, normalized,
relativeoffset);
r->AddChunk(scope.Get());
}
}
}
}
template <typename SerialiserType>
bool WrappedOpenGL::Serialise_glVertexArrayVertexAttribIFormatEXT(SerialiserType &ser,
GLuint vaobjHandle,
GLuint attribindex, GLint size,
GLenum type, GLuint relativeoffset)
{
SERIALISE_ELEMENT_LOCAL(vaobj, VertexArrayRes(GetCtx(), vaobjHandle));
SERIALISE_ELEMENT(attribindex);
SERIALISE_ELEMENT(size);
SERIALISE_ELEMENT(type);
SERIALISE_ELEMENT(relativeoffset);
SERIALISE_CHECK_READ_ERRORS();
if(IsReplayingAndReading())
{
if(vaobj.name == 0)
vaobj.name = m_Global_VAO0;
GL.glVertexArrayVertexAttribIFormatEXT(vaobj.name, attribindex, size, type, relativeoffset);
AddResourceInitChunk(vaobj);
}
return true;
}
void WrappedOpenGL::glVertexArrayVertexAttribIFormatEXT(GLuint vaobj, GLuint attribindex, GLint size,
GLenum type, GLuint relativeoffset)
{
SERIALISE_TIME_CALL(
GL.glVertexArrayVertexAttribIFormatEXT(vaobj, attribindex, size, type, relativeoffset));
if(IsCaptureMode(m_State))
{
GLResourceRecord *varecord =
GetResourceManager()->GetResourceRecord(VertexArrayRes(GetCtx(), vaobj));
GLResourceRecord *r = IsActiveCapturing(m_State) ? GetContextRecord() : varecord;
if(r)
{
if(IsBackgroundCapturing(m_State) && !RecordUpdateCheck(varecord))
return;
if(IsActiveCapturing(m_State) && varecord)
GetResourceManager()->MarkVAOReferenced(varecord->Resource, eFrameRef_ReadBeforeWrite);
{
USE_SCRATCH_SERIALISER();
SCOPED_SERIALISE_CHUNK(gl_CurChunk);
Serialise_glVertexArrayVertexAttribIFormatEXT(ser, vaobj, attribindex, size, type,
relativeoffset);
r->AddChunk(scope.Get());
}
}
}
}
void WrappedOpenGL::glVertexAttribIFormat(GLuint attribindex, GLint size, GLenum type,
GLuint relativeoffset)
{
SERIALISE_TIME_CALL(GL.glVertexAttribIFormat(attribindex, size, type, relativeoffset));
if(IsCaptureMode(m_State))
{
GLResourceRecord *varecord = GetCtxData().m_VertexArrayRecord;
GLResourceRecord *r = IsActiveCapturing(m_State) ? GetContextRecord() : varecord;
if(r)
{
if(IsBackgroundCapturing(m_State) && !RecordUpdateCheck(varecord))
return;
if(IsActiveCapturing(m_State) && varecord)
GetResourceManager()->MarkVAOReferenced(varecord->Resource, eFrameRef_ReadBeforeWrite);
{
USE_SCRATCH_SERIALISER();
SCOPED_SERIALISE_CHUNK(gl_CurChunk);
Serialise_glVertexArrayVertexAttribIFormatEXT(ser, varecord ? varecord->Resource.name : 0,
attribindex, size, type, relativeoffset);
r->AddChunk(scope.Get());
}
}
}
}
template <typename SerialiserType>
bool WrappedOpenGL::Serialise_glVertexArrayVertexAttribLFormatEXT(SerialiserType &ser,
GLuint vaobjHandle,
GLuint attribindex, GLint size,
GLenum type, GLuint relativeoffset)
{
SERIALISE_ELEMENT_LOCAL(vaobj, VertexArrayRes(GetCtx(), vaobjHandle));
SERIALISE_ELEMENT(attribindex);
SERIALISE_ELEMENT(size);
SERIALISE_ELEMENT(type);
SERIALISE_ELEMENT(relativeoffset);
SERIALISE_CHECK_READ_ERRORS();
if(IsReplayingAndReading())
{
if(vaobj.name == 0)
vaobj.name = m_Global_VAO0;
GL.glVertexArrayVertexAttribLFormatEXT(vaobj.name, attribindex, size, type, relativeoffset);
AddResourceInitChunk(vaobj);
}
return true;
}
void WrappedOpenGL::glVertexArrayVertexAttribLFormatEXT(GLuint vaobj, GLuint attribindex, GLint size,
GLenum type, GLuint relativeoffset)
{
SERIALISE_TIME_CALL(
GL.glVertexArrayVertexAttribLFormatEXT(vaobj, attribindex, size, type, relativeoffset));
if(IsCaptureMode(m_State))
{
GLResourceRecord *varecord =
GetResourceManager()->GetResourceRecord(VertexArrayRes(GetCtx(), vaobj));
GLResourceRecord *r = IsActiveCapturing(m_State) ? GetContextRecord() : varecord;
if(r)
{
if(IsBackgroundCapturing(m_State) && !RecordUpdateCheck(varecord))
return;
if(IsActiveCapturing(m_State) && varecord)
GetResourceManager()->MarkVAOReferenced(varecord->Resource, eFrameRef_ReadBeforeWrite);
{
USE_SCRATCH_SERIALISER();
SCOPED_SERIALISE_CHUNK(gl_CurChunk);
Serialise_glVertexArrayVertexAttribLFormatEXT(ser, vaobj, attribindex, size, type,
relativeoffset);
r->AddChunk(scope.Get());
}
}
}
}
void WrappedOpenGL::glVertexAttribLFormat(GLuint attribindex, GLint size, GLenum type,
GLuint relativeoffset)
{
SERIALISE_TIME_CALL(GL.glVertexAttribLFormat(attribindex, size, type, relativeoffset));
if(IsCaptureMode(m_State))
{
GLResourceRecord *varecord = GetCtxData().m_VertexArrayRecord;
GLResourceRecord *r = IsActiveCapturing(m_State) ? GetContextRecord() : varecord;
if(r)
{
if(IsBackgroundCapturing(m_State) && !RecordUpdateCheck(varecord))
return;
if(IsActiveCapturing(m_State) && varecord)
GetResourceManager()->MarkVAOReferenced(varecord->Resource, eFrameRef_ReadBeforeWrite);
{
USE_SCRATCH_SERIALISER();
SCOPED_SERIALISE_CHUNK(gl_CurChunk);
Serialise_glVertexArrayVertexAttribLFormatEXT(ser, varecord ? varecord->Resource.name : 0,
attribindex, size, type, relativeoffset);
r->AddChunk(scope.Get());
}
}
}
}
template <typename SerialiserType>
bool WrappedOpenGL::Serialise_glVertexArrayVertexAttribDivisorEXT(SerialiserType &ser,
GLuint vaobjHandle, GLuint index,
GLuint divisor)
{
SERIALISE_ELEMENT_LOCAL(vaobj, VertexArrayRes(GetCtx(), vaobjHandle));
SERIALISE_ELEMENT(index);
SERIALISE_ELEMENT(divisor);
SERIALISE_CHECK_READ_ERRORS();
if(IsReplayingAndReading())
{
if(vaobj.name == 0)
vaobj.name = m_Global_VAO0;
// at the time of writing, AMD driver seems to not have this entry point
if(GL.glVertexArrayVertexAttribDivisorEXT)
{
GL.glVertexArrayVertexAttribDivisorEXT(vaobj.name, index, divisor);
}
else
{
GLuint VAO = 0;
GL.glGetIntegerv(eGL_VERTEX_ARRAY_BINDING, (GLint *)&VAO);
GL.glBindVertexArray(vaobj.name);
GL.glVertexAttribDivisor(index, divisor);
GL.glBindVertexArray(VAO);
}
AddResourceInitChunk(vaobj);
}
return true;
}
void WrappedOpenGL::glVertexArrayVertexAttribDivisorEXT(GLuint vaobj, GLuint index, GLuint divisor)
{
SERIALISE_TIME_CALL(GL.glVertexArrayVertexAttribDivisorEXT(vaobj, index, divisor));
if(IsCaptureMode(m_State))
{
GLResourceRecord *varecord =
GetResourceManager()->GetResourceRecord(VertexArrayRes(GetCtx(), vaobj));
GLResourceRecord *r = IsActiveCapturing(m_State) ? GetContextRecord() : varecord;
if(r)
{
if(IsBackgroundCapturing(m_State) && !RecordUpdateCheck(varecord))
return;
if(IsActiveCapturing(m_State) && varecord)
GetResourceManager()->MarkVAOReferenced(varecord->Resource, eFrameRef_ReadBeforeWrite);
{
USE_SCRATCH_SERIALISER();
SCOPED_SERIALISE_CHUNK(gl_CurChunk);
Serialise_glVertexArrayVertexAttribDivisorEXT(ser, vaobj, index, divisor);
r->AddChunk(scope.Get());
}
}
}
}
void WrappedOpenGL::glVertexAttribDivisor(GLuint index, GLuint divisor)
{
SERIALISE_TIME_CALL(GL.glVertexAttribDivisor(index, divisor));
if(IsCaptureMode(m_State))
{
GLResourceRecord *varecord = GetCtxData().m_VertexArrayRecord;
GLResourceRecord *r = IsActiveCapturing(m_State) ? GetContextRecord() : varecord;
if(r)
{
if(IsBackgroundCapturing(m_State) && !RecordUpdateCheck(varecord))
return;
if(IsActiveCapturing(m_State) && varecord)
GetResourceManager()->MarkVAOReferenced(varecord->Resource, eFrameRef_ReadBeforeWrite);
{
USE_SCRATCH_SERIALISER();
SCOPED_SERIALISE_CHUNK(gl_CurChunk);
Serialise_glVertexArrayVertexAttribDivisorEXT(ser, varecord ? varecord->Resource.name : 0,
index, divisor);
r->AddChunk(scope.Get());
}
}
}
}
template <typename SerialiserType>
bool WrappedOpenGL::Serialise_glEnableVertexArrayAttribEXT(SerialiserType &ser, GLuint vaobjHandle,
GLuint index)
{
SERIALISE_ELEMENT_LOCAL(vaobj, VertexArrayRes(GetCtx(), vaobjHandle));
SERIALISE_ELEMENT(index);
SERIALISE_CHECK_READ_ERRORS();
if(IsReplayingAndReading())
{
if(vaobj.name == 0)
vaobj.name = m_Global_VAO0;
GLint prevVAO = 0;
GL.glGetIntegerv(eGL_VERTEX_ARRAY_BINDING, &prevVAO);
GL.glEnableVertexArrayAttribEXT(vaobj.name, index);
// nvidia bug seems to sometimes change VAO binding in glEnableVertexArrayAttribEXT, although it
// seems like it only happens if GL_DEBUG_OUTPUT_SYNCHRONOUS is NOT enabled.
GL.glBindVertexArray(prevVAO);
AddResourceInitChunk(vaobj);
}
return true;
}
void WrappedOpenGL::glEnableVertexArrayAttribEXT(GLuint vaobj, GLuint index)
{
SERIALISE_TIME_CALL(GL.glEnableVertexArrayAttribEXT(vaobj, index));
if(IsCaptureMode(m_State))
{
GLResourceRecord *varecord =
GetResourceManager()->GetResourceRecord(VertexArrayRes(GetCtx(), vaobj));
GLResourceRecord *r = IsActiveCapturing(m_State) ? GetContextRecord() : varecord;
if(r)
{
if(IsBackgroundCapturing(m_State) && !RecordUpdateCheck(varecord))
return;
if(IsActiveCapturing(m_State) && varecord)
GetResourceManager()->MarkVAOReferenced(varecord->Resource, eFrameRef_ReadBeforeWrite);
{
USE_SCRATCH_SERIALISER();
SCOPED_SERIALISE_CHUNK(gl_CurChunk);
Serialise_glEnableVertexArrayAttribEXT(ser, vaobj, index);
r->AddChunk(scope.Get());
}
}
}
}
void WrappedOpenGL::glEnableVertexAttribArray(GLuint index)
{
SERIALISE_TIME_CALL(GL.glEnableVertexAttribArray(index));
if(IsCaptureMode(m_State))
{
GLResourceRecord *varecord = GetCtxData().m_VertexArrayRecord;
GLResourceRecord *r = IsActiveCapturing(m_State) ? GetContextRecord() : varecord;
if(r)
{
if(IsBackgroundCapturing(m_State) && !RecordUpdateCheck(varecord))
return;
if(IsActiveCapturing(m_State) && varecord)
GetResourceManager()->MarkVAOReferenced(varecord->Resource, eFrameRef_ReadBeforeWrite);
{
USE_SCRATCH_SERIALISER();
SCOPED_SERIALISE_CHUNK(gl_CurChunk);
Serialise_glEnableVertexArrayAttribEXT(ser, varecord ? varecord->Resource.name : 0, index);
r->AddChunk(scope.Get());
}
}
}
}
template <typename SerialiserType>
bool WrappedOpenGL::Serialise_glDisableVertexArrayAttribEXT(SerialiserType &ser, GLuint vaobjHandle,
GLuint index)
{
SERIALISE_ELEMENT_LOCAL(vaobj, VertexArrayRes(GetCtx(), vaobjHandle));
SERIALISE_ELEMENT(index);
SERIALISE_CHECK_READ_ERRORS();
if(IsReplayingAndReading())
{
if(vaobj.name == 0)
vaobj.name = m_Global_VAO0;
GLint prevVAO = 0;
GL.glGetIntegerv(eGL_VERTEX_ARRAY_BINDING, &prevVAO);
GL.glDisableVertexArrayAttribEXT(vaobj.name, index);
// nvidia bug seems to sometimes change VAO binding in glEnableVertexArrayAttribEXT, although it
// seems like it only happens if GL_DEBUG_OUTPUT_SYNCHRONOUS is NOT enabled.
GL.glBindVertexArray(prevVAO);
AddResourceInitChunk(vaobj);
}
return true;
}
void WrappedOpenGL::glDisableVertexArrayAttribEXT(GLuint vaobj, GLuint index)
{
SERIALISE_TIME_CALL(GL.glDisableVertexArrayAttribEXT(vaobj, index));
if(IsCaptureMode(m_State))
{
GLResourceRecord *varecord =
GetResourceManager()->GetResourceRecord(VertexArrayRes(GetCtx(), vaobj));
GLResourceRecord *r = IsActiveCapturing(m_State) ? GetContextRecord() : varecord;
if(r)
{
if(IsBackgroundCapturing(m_State) && !RecordUpdateCheck(varecord))
return;
if(IsActiveCapturing(m_State) && varecord)
GetResourceManager()->MarkVAOReferenced(varecord->Resource, eFrameRef_ReadBeforeWrite);
{
USE_SCRATCH_SERIALISER();
SCOPED_SERIALISE_CHUNK(gl_CurChunk);
Serialise_glDisableVertexArrayAttribEXT(ser, vaobj, index);
r->AddChunk(scope.Get());
}
}
}
}
void WrappedOpenGL::glDisableVertexAttribArray(GLuint index)
{
SERIALISE_TIME_CALL(GL.glDisableVertexAttribArray(index));
if(IsCaptureMode(m_State))
{
GLResourceRecord *varecord = GetCtxData().m_VertexArrayRecord;
GLResourceRecord *r = IsActiveCapturing(m_State) ? GetContextRecord() : varecord;
if(r)
{
if(IsBackgroundCapturing(m_State) && !RecordUpdateCheck(varecord))
return;
if(IsActiveCapturing(m_State) && varecord)
GetResourceManager()->MarkVAOReferenced(varecord->Resource, eFrameRef_ReadBeforeWrite);
{
USE_SCRATCH_SERIALISER();
SCOPED_SERIALISE_CHUNK(gl_CurChunk);
Serialise_glDisableVertexArrayAttribEXT(ser, varecord ? varecord->Resource.name : 0, index);
r->AddChunk(scope.Get());
}
}
}
}
template <typename SerialiserType>
bool WrappedOpenGL::Serialise_glGenVertexArrays(SerialiserType &ser, GLsizei n, GLuint *arrays)
{
SERIALISE_ELEMENT(n);
SERIALISE_ELEMENT_LOCAL(array, GetResourceManager()->GetID(VertexArrayRes(GetCtx(), *arrays)))
.TypedAs("GLResource"_lit);
SERIALISE_CHECK_READ_ERRORS();
if(IsReplayingAndReading())
{
GLuint real = 0;
GL.glGenVertexArrays(1, &real);
GL.glBindVertexArray(real);
GL.glBindVertexArray(0);
GLResource res = VertexArrayRes(GetCtx(), real);
m_ResourceManager->RegisterResource(res);
GetResourceManager()->AddLiveResource(array, res);
AddResource(array, ResourceType::StateObject, "Vertex Array");
}
return true;
}
void WrappedOpenGL::glGenVertexArrays(GLsizei n, GLuint *arrays)
{
SERIALISE_TIME_CALL(GL.glGenVertexArrays(n, arrays));
for(GLsizei i = 0; i < n; i++)
{
GLResource res = VertexArrayRes(GetCtx(), arrays[i]);
ResourceId id = GetResourceManager()->RegisterResource(res);
if(IsCaptureMode(m_State))
{
Chunk *chunk = NULL;
{
USE_SCRATCH_SERIALISER();
SCOPED_SERIALISE_CHUNK(gl_CurChunk);
Serialise_glGenVertexArrays(ser, 1, arrays + i);
chunk = scope.Get();
}
GLResourceRecord *record = GetResourceManager()->AddResourceRecord(id);
RDCASSERT(record);
record->AddChunk(chunk);
}
else
{
GetResourceManager()->AddLiveResource(id, res);
}
}
}
template <typename SerialiserType>
bool WrappedOpenGL::Serialise_glCreateVertexArrays(SerialiserType &ser, GLsizei n, GLuint *arrays)
{
SERIALISE_ELEMENT(n);
SERIALISE_ELEMENT_LOCAL(array, GetResourceManager()->GetID(VertexArrayRes(GetCtx(), *arrays)))
.TypedAs("GLResource"_lit);
SERIALISE_CHECK_READ_ERRORS();
if(IsReplayingAndReading())
{
GLuint real = 0;
GL.glCreateVertexArrays(1, &real);
GLResource res = VertexArrayRes(GetCtx(), real);
m_ResourceManager->RegisterResource(res);
GetResourceManager()->AddLiveResource(array, res);
AddResource(array, ResourceType::StateObject, "Vertex Array");
}
return true;
}
void WrappedOpenGL::glCreateVertexArrays(GLsizei n, GLuint *arrays)
{
SERIALISE_TIME_CALL(GL.glCreateVertexArrays(n, arrays));
for(GLsizei i = 0; i < n; i++)
{
GLResource res = VertexArrayRes(GetCtx(), arrays[i]);
ResourceId id = GetResourceManager()->RegisterResource(res);
if(IsCaptureMode(m_State))
{
Chunk *chunk = NULL;
{
USE_SCRATCH_SERIALISER();
SCOPED_SERIALISE_CHUNK(gl_CurChunk);
Serialise_glCreateVertexArrays(ser, 1, arrays + i);
chunk = scope.Get();
}
GLResourceRecord *record = GetResourceManager()->AddResourceRecord(id);
RDCASSERT(record);
record->AddChunk(chunk);
}
else
{
GetResourceManager()->AddLiveResource(id, res);
}
}
}
template <typename SerialiserType>
bool WrappedOpenGL::Serialise_glBindVertexArray(SerialiserType &ser, GLuint vaobjHandle)
{
SERIALISE_ELEMENT_LOCAL(vaobj, VertexArrayRes(GetCtx(), vaobjHandle));
SERIALISE_CHECK_READ_ERRORS();
if(IsReplayingAndReading())
{
if(vaobj.name == 0)
vaobj.name = m_Global_VAO0;
GL.glBindVertexArray(vaobj.name);
}
return true;
}
void WrappedOpenGL::glBindVertexArray(GLuint array)
{
SERIALISE_TIME_CALL(GL.glBindVertexArray(array));
GLResourceRecord *record = NULL;
if(IsCaptureMode(m_State))
{
if(array == 0)
{
GetCtxData().m_VertexArrayRecord = record = NULL;
}
else
{
GetCtxData().m_VertexArrayRecord = record =
GetResourceManager()->GetResourceRecord(VertexArrayRes(GetCtx(), array));
}
}
if(IsActiveCapturing(m_State))
{
USE_SCRATCH_SERIALISER();
SCOPED_SERIALISE_CHUNK(gl_CurChunk);
Serialise_glBindVertexArray(ser, array);
GetContextRecord()->AddChunk(scope.Get());
if(record)
GetResourceManager()->MarkVAOReferenced(record->Resource, eFrameRef_ReadBeforeWrite);
}
}
template <typename SerialiserType>
bool WrappedOpenGL::Serialise_glVertexArrayElementBuffer(SerialiserType &ser, GLuint vaobjHandle,
GLuint bufferHandle)
{
SERIALISE_ELEMENT_LOCAL(vaobj, VertexArrayRes(GetCtx(), vaobjHandle));
SERIALISE_ELEMENT_LOCAL(buffer, BufferRes(GetCtx(), bufferHandle));
SERIALISE_CHECK_READ_ERRORS();
if(IsReplayingAndReading())
{
if(vaobj.name == 0)
vaobj.name = m_Global_VAO0;
// might not have the live resource if this is a pre-capture chunk, and the buffer was never
// referenced at all in the actual frame
if(buffer.name)
{
m_Buffers[GetResourceManager()->GetID(buffer)].curType = eGL_ELEMENT_ARRAY_BUFFER;
m_Buffers[GetResourceManager()->GetID(buffer)].creationFlags |= BufferCategory::Index;
}
// use ARB_direct_state_access functions here as we use EXT_direct_state_access elsewhere. If
// we are running without ARB_dsa support, these functions are emulated in the obvious way. This
// is necessary since these functions can be serialised even if ARB_dsa was not used originally,
// and we need to support this case.
GL.glVertexArrayElementBuffer(vaobj.name, buffer.name);
AddResourceInitChunk(vaobj);
}
return true;
}
void WrappedOpenGL::glVertexArrayElementBuffer(GLuint vaobj, GLuint buffer)
{
SERIALISE_TIME_CALL(GL.glVertexArrayElementBuffer(vaobj, buffer));
if(IsCaptureMode(m_State))
{
GLResourceRecord *varecord =
GetResourceManager()->GetResourceRecord(VertexArrayRes(GetCtx(), vaobj));
GLResourceRecord *bufrecord =
GetResourceManager()->GetResourceRecord(BufferRes(GetCtx(), buffer));
GLResourceRecord *r = IsActiveCapturing(m_State) ? GetContextRecord() : varecord;
if(r)
{
if(IsBackgroundCapturing(m_State) && !RecordUpdateCheck(varecord))
return;
if(IsActiveCapturing(m_State) && varecord)
GetResourceManager()->MarkVAOReferenced(varecord->Resource, eFrameRef_ReadBeforeWrite);
if(IsActiveCapturing(m_State) && bufrecord)
GetResourceManager()->MarkResourceFrameReferenced(bufrecord->GetResourceID(), eFrameRef_Read);
{
USE_SCRATCH_SERIALISER();
SCOPED_SERIALISE_CHUNK(gl_CurChunk);
Serialise_glVertexArrayElementBuffer(ser, vaobj, buffer);
r->AddChunk(scope.Get());
}
}
}
}
template <typename SerialiserType>
bool WrappedOpenGL::Serialise_glVertexArrayBindVertexBufferEXT(SerialiserType &ser,
GLuint vaobjHandle,
GLuint bindingindex,
GLuint bufferHandle,
GLintptr offsetPtr, GLsizei stride)
{
SERIALISE_ELEMENT_LOCAL(vaobj, VertexArrayRes(GetCtx(), vaobjHandle));
SERIALISE_ELEMENT(bindingindex);
SERIALISE_ELEMENT_LOCAL(buffer, BufferRes(GetCtx(), bufferHandle));
SERIALISE_ELEMENT_LOCAL(offset, (uint64_t)offsetPtr);
SERIALISE_ELEMENT(stride);
SERIALISE_CHECK_READ_ERRORS();
if(IsReplayingAndReading())
{
if(vaobj.name == 0)
vaobj.name = m_Global_VAO0;
if(buffer.name)
{
m_Buffers[GetResourceManager()->GetID(buffer)].curType = eGL_ARRAY_BUFFER;
m_Buffers[GetResourceManager()->GetID(buffer)].creationFlags |= BufferCategory::Vertex;
}
GL.glVertexArrayBindVertexBufferEXT(vaobj.name, bindingindex, buffer.name, (GLintptr)offset,
(GLsizei)stride);
AddResourceInitChunk(vaobj);
}
return true;
}
void WrappedOpenGL::glVertexArrayBindVertexBufferEXT(GLuint vaobj, GLuint bindingindex,
GLuint buffer, GLintptr offset, GLsizei stride)
{
SERIALISE_TIME_CALL(
GL.glVertexArrayBindVertexBufferEXT(vaobj, bindingindex, buffer, offset, stride));
if(IsCaptureMode(m_State))
{
GLResourceRecord *varecord =
GetResourceManager()->GetResourceRecord(VertexArrayRes(GetCtx(), vaobj));
GLResourceRecord *bufrecord =
GetResourceManager()->GetResourceRecord(BufferRes(GetCtx(), buffer));
GLResourceRecord *r = IsActiveCapturing(m_State) ? GetContextRecord() : varecord;
if(r)
{
if(IsBackgroundCapturing(m_State) && !RecordUpdateCheck(varecord))
return;
if(IsActiveCapturing(m_State) && varecord)
GetResourceManager()->MarkVAOReferenced(varecord->Resource, eFrameRef_ReadBeforeWrite);
if(IsActiveCapturing(m_State) && bufrecord)
GetResourceManager()->MarkResourceFrameReferenced(bufrecord->GetResourceID(), eFrameRef_Read);
{
USE_SCRATCH_SERIALISER();
SCOPED_SERIALISE_CHUNK(gl_CurChunk);
Serialise_glVertexArrayBindVertexBufferEXT(ser, vaobj, bindingindex, buffer, offset, stride);
r->AddChunk(scope.Get());
}
}
}
}
void WrappedOpenGL::glBindVertexBuffer(GLuint bindingindex, GLuint buffer, GLintptr offset,
GLsizei stride)
{
SERIALISE_TIME_CALL(GL.glBindVertexBuffer(bindingindex, buffer, offset, stride));
if(IsCaptureMode(m_State))
{
GLResourceRecord *varecord = GetCtxData().m_VertexArrayRecord;
GLResourceRecord *bufrecord =
GetResourceManager()->GetResourceRecord(BufferRes(GetCtx(), buffer));
GLResourceRecord *r = IsActiveCapturing(m_State) ? GetContextRecord() : varecord;
if(r)
{
if(IsBackgroundCapturing(m_State) && !RecordUpdateCheck(varecord))
return;
if(IsActiveCapturing(m_State) && varecord)
GetResourceManager()->MarkVAOReferenced(varecord->Resource, eFrameRef_ReadBeforeWrite);
if(IsActiveCapturing(m_State) && bufrecord)
GetResourceManager()->MarkResourceFrameReferenced(bufrecord->GetResourceID(), eFrameRef_Read);
{
USE_SCRATCH_SERIALISER();
SCOPED_SERIALISE_CHUNK(gl_CurChunk);
Serialise_glVertexArrayBindVertexBufferEXT(ser, varecord ? varecord->Resource.name : 0,
bindingindex, buffer, offset, stride);
r->AddChunk(scope.Get());
}
}
}
}
template <typename SerialiserType>
bool WrappedOpenGL::Serialise_glVertexArrayVertexBuffers(SerialiserType &ser, GLuint vaobjHandle,
GLuint first, GLsizei count,
const GLuint *bufferHandles,
const GLintptr *offsetPtrs,
const GLsizei *strides)
{
// can't serialise arrays of GL handles since they're not wrapped or typed :(.
// Likewise need to upcast the offsets to 64-bit instead of serialising as-is.
std::vector<GLResource> buffers;
std::vector<uint64_t> offsets;
if(ser.IsWriting() && bufferHandles)
{
buffers.reserve(count);
for(GLsizei i = 0; i < count; i++)
buffers.push_back(BufferRes(GetCtx(), bufferHandles[i]));
}
if(ser.IsWriting() && offsetPtrs)
{
offsets.reserve(count);
for(GLsizei i = 0; i < count; i++)
offsets.push_back((uint64_t)offsetPtrs[i]);
}
SERIALISE_ELEMENT_LOCAL(vaobj, VertexArrayRes(GetCtx(), vaobjHandle));
SERIALISE_ELEMENT(first);
SERIALISE_ELEMENT(count);
SERIALISE_ELEMENT(buffers);
SERIALISE_ELEMENT(offsets);
SERIALISE_ELEMENT_ARRAY(strides, count);
SERIALISE_CHECK_READ_ERRORS();
if(IsReplayingAndReading())
{
std::vector<GLuint> bufs;
std::vector<GLintptr> offs;
if(!buffers.empty())
{
bufs.reserve(count);
for(GLsizei i = 0; i < count; i++)
bufs.push_back(buffers[i].name);
}
if(!offsets.empty())
{
offs.reserve(count);
for(GLsizei i = 0; i < count; i++)
offs.push_back((GLintptr)offsets[i]);
}
if(vaobj.name == 0)
vaobj.name = m_Global_VAO0;
// use ARB_direct_state_access functions here as we use EXT_direct_state_access elsewhere. If
// we are running without ARB_dsa support, these functions are emulated in the obvious way. This
// is necessary since these functions can be serialised even if ARB_dsa was not used originally,
// and we need to support this case.
GL.glVertexArrayVertexBuffers(vaobj.name, first, count, bufs.empty() ? NULL : bufs.data(),
offs.empty() ? NULL : offs.data(), strides);
if(IsLoading(m_State))
{
for(GLsizei i = 0; i < count; i++)
{
m_Buffers[GetResourceManager()->GetID(buffers[i])].curType = eGL_ARRAY_BUFFER;
m_Buffers[GetResourceManager()->GetID(buffers[i])].creationFlags |= BufferCategory::Vertex;
}
}
AddResourceInitChunk(vaobj);
}
return true;
}
void WrappedOpenGL::glVertexArrayVertexBuffers(GLuint vaobj, GLuint first, GLsizei count,
const GLuint *buffers, const GLintptr *offsets,
const GLsizei *strides)
{
SERIALISE_TIME_CALL(GL.glVertexArrayVertexBuffers(vaobj, first, count, buffers, offsets, strides));
if(IsCaptureMode(m_State))
{
GLResourceRecord *varecord =
GetResourceManager()->GetResourceRecord(VertexArrayRes(GetCtx(), vaobj));
GLResourceRecord *r = IsActiveCapturing(m_State) ? GetContextRecord() : varecord;
if(r)
{
if(IsBackgroundCapturing(m_State) && !RecordUpdateCheck(varecord))
return;
if(IsActiveCapturing(m_State) && varecord)
GetResourceManager()->MarkVAOReferenced(varecord->Resource, eFrameRef_ReadBeforeWrite);
{
USE_SCRATCH_SERIALISER();
SCOPED_SERIALISE_CHUNK(gl_CurChunk);
Serialise_glVertexArrayVertexBuffers(ser, vaobj, first, count, buffers, offsets, strides);
r->AddChunk(scope.Get());
}
if(IsActiveCapturing(m_State))
{
for(GLsizei i = 0; i < count; i++)
{
if(buffers != NULL && buffers[i] != 0)
{
GLResourceRecord *bufrecord =
GetResourceManager()->GetResourceRecord(BufferRes(GetCtx(), buffers[i]));
if(bufrecord)
GetResourceManager()->MarkResourceFrameReferenced(bufrecord->GetResourceID(),
eFrameRef_Read);
}
}
}
}
}
}
void WrappedOpenGL::glBindVertexBuffers(GLuint first, GLsizei count, const GLuint *buffers,
const GLintptr *offsets, const GLsizei *strides)
{
SERIALISE_TIME_CALL(GL.glBindVertexBuffers(first, count, buffers, offsets, strides));
if(IsCaptureMode(m_State))
{
GLResourceRecord *varecord = GetCtxData().m_VertexArrayRecord;
GLResourceRecord *r = IsActiveCapturing(m_State) ? GetContextRecord() : varecord;
if(r)
{
if(IsBackgroundCapturing(m_State) && !RecordUpdateCheck(varecord))
return;
if(IsActiveCapturing(m_State) && varecord)
GetResourceManager()->MarkVAOReferenced(varecord->Resource, eFrameRef_ReadBeforeWrite);
{
USE_SCRATCH_SERIALISER();
SCOPED_SERIALISE_CHUNK(gl_CurChunk);
Serialise_glVertexArrayVertexBuffers(ser, varecord ? varecord->Resource.name : 0, first,
count, buffers, offsets, strides);
r->AddChunk(scope.Get());
}
if(IsActiveCapturing(m_State))
{
for(GLsizei i = 0; i < count; i++)
{
if(buffers != NULL && buffers[i] != 0)
{
GLResourceRecord *bufrecord =
GetResourceManager()->GetResourceRecord(BufferRes(GetCtx(), buffers[i]));
if(bufrecord)
GetResourceManager()->MarkResourceFrameReferenced(bufrecord->GetResourceID(),
eFrameRef_Read);
}
}
}
}
}
}
template <typename SerialiserType>
bool WrappedOpenGL::Serialise_glVertexArrayVertexBindingDivisorEXT(SerialiserType &ser,
GLuint vaobjHandle,
GLuint bindingindex,
GLuint divisor)
{
SERIALISE_ELEMENT_LOCAL(vaobj, VertexArrayRes(GetCtx(), vaobjHandle));
SERIALISE_ELEMENT(bindingindex);
SERIALISE_ELEMENT(divisor);
SERIALISE_CHECK_READ_ERRORS();
if(IsReplayingAndReading())
{
if(vaobj.name == 0)
vaobj.name = m_Global_VAO0;
GL.glVertexArrayVertexBindingDivisorEXT(vaobj.name, bindingindex, divisor);
AddResourceInitChunk(vaobj);
}
return true;
}
void WrappedOpenGL::glVertexArrayVertexBindingDivisorEXT(GLuint vaobj, GLuint bindingindex,
GLuint divisor)
{
SERIALISE_TIME_CALL(GL.glVertexArrayVertexBindingDivisorEXT(vaobj, bindingindex, divisor));
if(IsCaptureMode(m_State))
{
GLResourceRecord *varecord =
GetResourceManager()->GetResourceRecord(VertexArrayRes(GetCtx(), vaobj));
GLResourceRecord *r = IsActiveCapturing(m_State) ? GetContextRecord() : varecord;
if(r)
{
if(IsBackgroundCapturing(m_State) && !RecordUpdateCheck(varecord))
return;
if(IsActiveCapturing(m_State) && varecord)
GetResourceManager()->MarkVAOReferenced(varecord->Resource, eFrameRef_ReadBeforeWrite);
{
USE_SCRATCH_SERIALISER();
SCOPED_SERIALISE_CHUNK(gl_CurChunk);
Serialise_glVertexArrayVertexBindingDivisorEXT(ser, vaobj, bindingindex, divisor);
r->AddChunk(scope.Get());
}
}
}
}
void WrappedOpenGL::glVertexBindingDivisor(GLuint bindingindex, GLuint divisor)
{
SERIALISE_TIME_CALL(GL.glVertexBindingDivisor(bindingindex, divisor));
if(IsCaptureMode(m_State))
{
GLResourceRecord *varecord = GetCtxData().m_VertexArrayRecord;
GLResourceRecord *r = IsActiveCapturing(m_State) ? GetContextRecord() : varecord;
if(r)
{
if(IsBackgroundCapturing(m_State) && !RecordUpdateCheck(varecord))
return;
if(IsActiveCapturing(m_State) && varecord)
GetResourceManager()->MarkVAOReferenced(varecord->Resource, eFrameRef_ReadBeforeWrite);
{
USE_SCRATCH_SERIALISER();
SCOPED_SERIALISE_CHUNK(gl_CurChunk);
Serialise_glVertexArrayVertexBindingDivisorEXT(ser, varecord ? varecord->Resource.name : 0,
bindingindex, divisor);
r->AddChunk(scope.Get());
}
}
}
}
void WrappedOpenGL::glDeleteBuffers(GLsizei n, const GLuint *buffers)
{
for(GLsizei i = 0; i < n; i++)
{
GLResource res = BufferRes(GetCtx(), buffers[i]);
if(GetResourceManager()->HasCurrentResource(res))
{
GLResourceRecord *record = GetResourceManager()->GetResourceRecord(res);
if(record)
{
// if we have a persistent pointer, make sure to unmap it
{
m_PersistentMaps.erase(record);
if(record->Map.access & GL_MAP_COHERENT_BIT)
m_CoherentMaps.erase(record);
}
// free any shadow storage
record->FreeShadowStorage();
}
if(GetResourceManager()->HasResourceRecord(res))
GetResourceManager()->GetResourceRecord(res)->Delete(GetResourceManager());
GetResourceManager()->UnregisterResource(res);
}
}
GL.glDeleteBuffers(n, buffers);
}
void WrappedOpenGL::glDeleteVertexArrays(GLsizei n, const GLuint *arrays)
{
for(GLsizei i = 0; i < n; i++)
{
GLResource res = VertexArrayRes(GetCtx(), arrays[i]);
if(GetResourceManager()->HasCurrentResource(res))
{
if(GetResourceManager()->HasResourceRecord(res))
GetResourceManager()->GetResourceRecord(res)->Delete(GetResourceManager());
GetResourceManager()->UnregisterResource(res);
}
}
GL.glDeleteVertexArrays(n, arrays);
}
#pragma endregion
#pragma region Horrible glVertexAttrib variants
template <typename SerialiserType>
bool WrappedOpenGL::Serialise_glVertexAttrib(SerialiserType &ser, GLuint index, int count,
GLenum type, GLboolean normalized, const void *value,
AttribType attribtype)
{
// this is used to share serialisation code amongst the brazillion variations
SERIALISE_ELEMENT(attribtype).Hidden();
AttribType attr = AttribType(attribtype & Attrib_typemask);
// this is the number of components in the attribute (1,2,3,4). We hide it because it's part of
// the function signature
SERIALISE_ELEMENT(count).Hidden();
SERIALISE_ELEMENT(index);
// only serialise the type and normalized flags for packed commands
if(attr == Attrib_packed)
{
SERIALISE_ELEMENT(type);
SERIALISE_ELEMENT_TYPED(bool, normalized);
}
// create a union of all the value types - since we can only have up to 4, we can just make it
// fixed size
union
{
double d[4];
float f[4];
int32_t i32[4];
uint32_t u32[4];
int16_t i16[4];
uint16_t u16[4];
int8_t i8[4];
uint8_t u8[4];
} v;
if(ser.IsWriting())
{
uint32_t byteCount = count;
if(attr == Attrib_GLbyte)
byteCount *= sizeof(char);
else if(attr == Attrib_GLshort)
byteCount *= sizeof(int16_t);
else if(attr == Attrib_GLint)
byteCount *= sizeof(int32_t);
else if(attr == Attrib_GLubyte)
byteCount *= sizeof(unsigned char);
else if(attr == Attrib_GLushort)
byteCount *= sizeof(uint16_t);
else if(attr == Attrib_GLuint || attr == Attrib_packed)
byteCount *= sizeof(uint32_t);
RDCEraseEl(v);
memcpy(v.f, value, byteCount);
}
// Serialise the array with the right type. We don't want to allocate new storage
switch(attr)
{
case Attrib_GLdouble: ser.Serialise("values"_lit, v.d, SerialiserFlags::NoFlags); break;
case Attrib_GLfloat: ser.Serialise("values"_lit, v.f, SerialiserFlags::NoFlags); break;
case Attrib_GLint: ser.Serialise("values"_lit, v.i32, SerialiserFlags::NoFlags); break;
case Attrib_packed:
case Attrib_GLuint: ser.Serialise("values"_lit, v.u32, SerialiserFlags::NoFlags); break;
case Attrib_GLshort: ser.Serialise("values"_lit, v.i16, SerialiserFlags::NoFlags); break;
case Attrib_GLushort: ser.Serialise("values"_lit, v.u16, SerialiserFlags::NoFlags); break;
case Attrib_GLbyte: ser.Serialise("values"_lit, v.i8, SerialiserFlags::NoFlags); break;
default:
case Attrib_GLubyte: ser.Serialise("values"_lit, v.u8, SerialiserFlags::NoFlags); break;
}
SERIALISE_CHECK_READ_ERRORS();
if(IsReplayingAndReading())
{
if(attr == Attrib_packed)
{
if(count == 1)
GL.glVertexAttribP1uiv(index, type, normalized, v.u32);
else if(count == 2)
GL.glVertexAttribP2uiv(index, type, normalized, v.u32);
else if(count == 3)
GL.glVertexAttribP3uiv(index, type, normalized, v.u32);
else if(count == 4)
GL.glVertexAttribP4uiv(index, type, normalized, v.u32);
}
else if(attribtype & Attrib_I)
{
if(count == 1)
{
if(attr == Attrib_GLint)
GL.glVertexAttribI1iv(index, v.i32);
else if(attr == Attrib_GLuint)
GL.glVertexAttribI1uiv(index, v.u32);
}
else if(count == 2)
{
if(attr == Attrib_GLint)
GL.glVertexAttribI2iv(index, v.i32);
else if(attr == Attrib_GLuint)
GL.glVertexAttribI2uiv(index, v.u32);
}
else if(count == 3)
{
if(attr == Attrib_GLint)
GL.glVertexAttribI3iv(index, v.i32);
else if(attr == Attrib_GLuint)
GL.glVertexAttribI3uiv(index, v.u32);
}
else
{
if(attr == Attrib_GLbyte)
GL.glVertexAttribI4bv(index, v.i8);
else if(attr == Attrib_GLshort)
GL.glVertexAttribI4sv(index, v.i16);
else if(attr == Attrib_GLint)
GL.glVertexAttribI4iv(index, v.i32);
else if(attr == Attrib_GLubyte)
GL.glVertexAttribI4ubv(index, v.u8);
else if(attr == Attrib_GLushort)
GL.glVertexAttribI4usv(index, v.u16);
else if(attr == Attrib_GLuint)
GL.glVertexAttribI4uiv(index, v.u32);
}
}
else if(attribtype & Attrib_L)
{
if(count == 1)
GL.glVertexAttribL1dv(index, v.d);
else if(count == 2)
GL.glVertexAttribL2dv(index, v.d);
else if(count == 3)
GL.glVertexAttribL3dv(index, v.d);
else if(count == 4)
GL.glVertexAttribL4dv(index, v.d);
}
else if(attribtype & Attrib_N)
{
if(attr == Attrib_GLbyte)
GL.glVertexAttrib4Nbv(index, v.i8);
else if(attr == Attrib_GLshort)
GL.glVertexAttrib4Nsv(index, v.i16);
else if(attr == Attrib_GLint)
GL.glVertexAttrib4Niv(index, v.i32);
else if(attr == Attrib_GLubyte)
GL.glVertexAttrib4Nubv(index, v.u8);
else if(attr == Attrib_GLushort)
GL.glVertexAttrib4Nusv(index, v.u16);
else if(attr == Attrib_GLuint)
GL.glVertexAttrib4Nuiv(index, v.u32);
}
else
{
if(count == 1)
{
if(attr == Attrib_GLdouble)
GL.glVertexAttrib1dv(index, v.d);
else if(attr == Attrib_GLfloat)
GL.glVertexAttrib1fv(index, v.f);
else if(attr == Attrib_GLshort)
GL.glVertexAttrib1sv(index, v.i16);
}
else if(count == 2)
{
if(attr == Attrib_GLdouble)
GL.glVertexAttrib2dv(index, v.d);
else if(attr == Attrib_GLfloat)
GL.glVertexAttrib2fv(index, v.f);
else if(attr == Attrib_GLshort)
GL.glVertexAttrib2sv(index, v.i16);
}
else if(count == 3)
{
if(attr == Attrib_GLdouble)
GL.glVertexAttrib3dv(index, v.d);
else if(attr == Attrib_GLfloat)
GL.glVertexAttrib3fv(index, v.f);
else if(attr == Attrib_GLshort)
GL.glVertexAttrib3sv(index, v.i16);
}
else
{
if(attr == Attrib_GLdouble)
GL.glVertexAttrib4dv(index, v.d);
else if(attr == Attrib_GLfloat)
GL.glVertexAttrib4fv(index, v.f);
else if(attr == Attrib_GLbyte)
GL.glVertexAttrib4bv(index, v.i8);
else if(attr == Attrib_GLshort)
GL.glVertexAttrib4sv(index, v.i16);
else if(attr == Attrib_GLint)
GL.glVertexAttrib4iv(index, v.i32);
else if(attr == Attrib_GLubyte)
GL.glVertexAttrib4ubv(index, v.u8);
else if(attr == Attrib_GLushort)
GL.glVertexAttrib4usv(index, v.u16);
else if(attr == Attrib_GLuint)
GL.glVertexAttrib4uiv(index, v.u32);
}
}
}
return true;
}
#define ATTRIB_FUNC(count, suffix, TypeOr, paramtype, ...) \
\
void WrappedOpenGL::CONCAT(glVertexAttrib, suffix)(GLuint index, __VA_ARGS__) \
\
{ \
SERIALISE_TIME_CALL(GL.CONCAT(glVertexAttrib, suffix)(index, ARRAYLIST)); \
\
if(IsActiveCapturing(m_State)) \
{ \
USE_SCRATCH_SERIALISER(); \
SCOPED_SERIALISE_CHUNK(gl_CurChunk); \
const paramtype vals[] = {ARRAYLIST}; \
Serialise_glVertexAttrib(ser, index, count, eGL_NONE, GL_FALSE, vals, \
AttribType(TypeOr | CONCAT(Attrib_, paramtype))); \
\
GetContextRecord()->AddChunk(scope.Get()); \
} \
}
#define ARRAYLIST x
ATTRIB_FUNC(1, 1f, 0, GLfloat, GLfloat x)
ATTRIB_FUNC(1, 1s, 0, GLshort, GLshort x)
ATTRIB_FUNC(1, 1d, 0, GLdouble, GLdouble x)
ATTRIB_FUNC(1, L1d, Attrib_L, GLdouble, GLdouble x)
ATTRIB_FUNC(1, I1i, Attrib_I, GLint, GLint x)
ATTRIB_FUNC(1, I1ui, Attrib_I, GLuint, GLuint x)
#undef ARRAYLIST
#define ARRAYLIST x, y
ATTRIB_FUNC(2, 2f, 0, GLfloat, GLfloat x, GLfloat y)
ATTRIB_FUNC(2, 2s, 0, GLshort, GLshort x, GLshort y)
ATTRIB_FUNC(2, 2d, 0, GLdouble, GLdouble x, GLdouble y)
ATTRIB_FUNC(2, L2d, Attrib_L, GLdouble, GLdouble x, GLdouble y)
ATTRIB_FUNC(2, I2i, Attrib_I, GLint, GLint x, GLint y)
ATTRIB_FUNC(2, I2ui, Attrib_I, GLuint, GLuint x, GLuint y)
#undef ARRAYLIST
#define ARRAYLIST x, y, z
ATTRIB_FUNC(3, 3f, 0, GLfloat, GLfloat x, GLfloat y, GLfloat z)
ATTRIB_FUNC(3, 3s, 0, GLshort, GLshort x, GLshort y, GLshort z)
ATTRIB_FUNC(3, 3d, 0, GLdouble, GLdouble x, GLdouble y, GLdouble z)
ATTRIB_FUNC(3, L3d, Attrib_L, GLdouble, GLdouble x, GLdouble y, GLdouble z)
ATTRIB_FUNC(3, I3i, Attrib_I, GLint, GLint x, GLint y, GLint z)
ATTRIB_FUNC(3, I3ui, Attrib_I, GLuint, GLuint x, GLuint y, GLuint z)
#undef ARRAYLIST
#define ARRAYLIST x, y, z, w
ATTRIB_FUNC(4, 4f, 0, GLfloat, GLfloat x, GLfloat y, GLfloat z, GLfloat w)
ATTRIB_FUNC(4, 4s, 0, GLshort, GLshort x, GLshort y, GLshort z, GLshort w)
ATTRIB_FUNC(4, 4d, 0, GLdouble, GLdouble x, GLdouble y, GLdouble z, GLdouble w)
ATTRIB_FUNC(4, L4d, Attrib_L, GLdouble, GLdouble x, GLdouble y, GLdouble z, GLdouble w)
ATTRIB_FUNC(4, I4i, Attrib_I, GLint, GLint x, GLint y, GLint z, GLint w)
ATTRIB_FUNC(4, I4ui, Attrib_I, GLuint, GLuint x, GLuint y, GLuint z, GLuint w)
ATTRIB_FUNC(4, 4Nub, Attrib_N, GLubyte, GLubyte x, GLubyte y, GLubyte z, GLubyte w)
#undef ATTRIB_FUNC
#define ATTRIB_FUNC(count, suffix, TypeOr, paramtype) \
\
void WrappedOpenGL::CONCAT(glVertexAttrib, suffix)(GLuint index, const paramtype *value) \
\
{ \
GL.CONCAT(glVertexAttrib, suffix)(index, value); \
\
if(IsActiveCapturing(m_State)) \
{ \
USE_SCRATCH_SERIALISER(); \
SCOPED_SERIALISE_CHUNK(gl_CurChunk); \
Serialise_glVertexAttrib(ser, index, count, eGL_NONE, GL_FALSE, value, \
AttribType(TypeOr | CONCAT(Attrib_, paramtype))); \
\
GetContextRecord()->AddChunk(scope.Get()); \
} \
}
ATTRIB_FUNC(1, 1dv, 0, GLdouble)
ATTRIB_FUNC(2, 2dv, 0, GLdouble)
ATTRIB_FUNC(3, 3dv, 0, GLdouble)
ATTRIB_FUNC(4, 4dv, 0, GLdouble)
ATTRIB_FUNC(1, 1sv, 0, GLshort)
ATTRIB_FUNC(2, 2sv, 0, GLshort)
ATTRIB_FUNC(3, 3sv, 0, GLshort)
ATTRIB_FUNC(4, 4sv, 0, GLshort)
ATTRIB_FUNC(1, 1fv, 0, GLfloat)
ATTRIB_FUNC(2, 2fv, 0, GLfloat)
ATTRIB_FUNC(3, 3fv, 0, GLfloat)
ATTRIB_FUNC(4, 4fv, 0, GLfloat)
ATTRIB_FUNC(4, 4bv, 0, GLbyte)
ATTRIB_FUNC(4, 4iv, 0, GLint)
ATTRIB_FUNC(4, 4uiv, 0, GLuint)
ATTRIB_FUNC(4, 4usv, 0, GLushort)
ATTRIB_FUNC(4, 4ubv, 0, GLubyte)
ATTRIB_FUNC(1, L1dv, Attrib_L, GLdouble)
ATTRIB_FUNC(2, L2dv, Attrib_L, GLdouble)
ATTRIB_FUNC(3, L3dv, Attrib_L, GLdouble)
ATTRIB_FUNC(4, L4dv, Attrib_L, GLdouble)
ATTRIB_FUNC(1, I1iv, Attrib_I, GLint)
ATTRIB_FUNC(1, I1uiv, Attrib_I, GLuint)
ATTRIB_FUNC(2, I2iv, Attrib_I, GLint)
ATTRIB_FUNC(2, I2uiv, Attrib_I, GLuint)
ATTRIB_FUNC(3, I3iv, Attrib_I, GLint)
ATTRIB_FUNC(3, I3uiv, Attrib_I, GLuint)
ATTRIB_FUNC(4, I4bv, Attrib_I, GLbyte)
ATTRIB_FUNC(4, I4iv, Attrib_I, GLint)
ATTRIB_FUNC(4, I4sv, Attrib_I, GLshort)
ATTRIB_FUNC(4, I4ubv, Attrib_I, GLubyte)
ATTRIB_FUNC(4, I4uiv, Attrib_I, GLuint)
ATTRIB_FUNC(4, I4usv, Attrib_I, GLushort)
ATTRIB_FUNC(4, 4Nbv, Attrib_N, GLbyte)
ATTRIB_FUNC(4, 4Niv, Attrib_N, GLint)
ATTRIB_FUNC(4, 4Nsv, Attrib_N, GLshort)
ATTRIB_FUNC(4, 4Nubv, Attrib_N, GLubyte)
ATTRIB_FUNC(4, 4Nuiv, Attrib_N, GLuint)
ATTRIB_FUNC(4, 4Nusv, Attrib_N, GLushort)
#undef ATTRIB_FUNC
#define ATTRIB_FUNC(count, suffix, funcparam, passparam) \
\
void WrappedOpenGL::CONCAT(CONCAT(glVertexAttribP, count), suffix)( \
GLuint index, GLenum type, GLboolean normalized, funcparam) \
\
{ \
GL.CONCAT(CONCAT(glVertexAttribP, count), suffix)(index, type, normalized, value); \
\
if(IsActiveCapturing(m_State)) \
{ \
USE_SCRATCH_SERIALISER(); \
SCOPED_SERIALISE_CHUNK(gl_CurChunk); \
Serialise_glVertexAttrib(ser, index, count, type, normalized, passparam, Attrib_packed); \
\
GetContextRecord()->AddChunk(scope.Get()); \
} \
}
ATTRIB_FUNC(1, ui, GLuint value, &value)
ATTRIB_FUNC(2, ui, GLuint value, &value)
ATTRIB_FUNC(3, ui, GLuint value, &value)
ATTRIB_FUNC(4, ui, GLuint value, &value)
ATTRIB_FUNC(1, uiv, const GLuint *value, value)
ATTRIB_FUNC(2, uiv, const GLuint *value, value)
ATTRIB_FUNC(3, uiv, const GLuint *value, value)
ATTRIB_FUNC(4, uiv, const GLuint *value, value)
#pragma endregion
INSTANTIATE_FUNCTION_SERIALISED(void, glGenBuffers, GLsizei n, GLuint *buffers);
INSTANTIATE_FUNCTION_SERIALISED(void, glCreateBuffers, GLsizei n, GLuint *buffers);
INSTANTIATE_FUNCTION_SERIALISED(void, glBindBuffer, GLenum target, GLuint bufferHandle);
INSTANTIATE_FUNCTION_SERIALISED(void, glNamedBufferStorageEXT, GLuint buffer, GLsizeiptr size,
const void *data, GLbitfield flags);
INSTANTIATE_FUNCTION_SERIALISED(void, glNamedBufferDataEXT, GLuint buffer, GLsizeiptr size,
const void *data, GLenum usage);
INSTANTIATE_FUNCTION_SERIALISED(void, glNamedBufferSubDataEXT, GLuint buffer, GLintptr offsetPtr,
GLsizeiptr size, const void *data);
INSTANTIATE_FUNCTION_SERIALISED(void, glNamedCopyBufferSubDataEXT, GLuint readBufferHandle,
GLuint writeBufferHandle, GLintptr readOffsetPtr,
GLintptr writeOffsetPtr, GLsizeiptr sizePtr);
INSTANTIATE_FUNCTION_SERIALISED(void, glBindBufferBase, GLenum target, GLuint index, GLuint buffer);
INSTANTIATE_FUNCTION_SERIALISED(void, glBindBufferRange, GLenum target, GLuint index,
GLuint bufferHandle, GLintptr offsetPtr, GLsizeiptr sizePtr);
INSTANTIATE_FUNCTION_SERIALISED(void, glBindBuffersBase, GLenum target, GLuint first, GLsizei count,
const GLuint *bufferHandles);
INSTANTIATE_FUNCTION_SERIALISED(void, glBindBuffersRange, GLenum target, GLuint first,
GLsizei count, const GLuint *bufferHandles, const GLintptr *offsets,
const GLsizeiptr *sizes);
INSTANTIATE_FUNCTION_SERIALISED(void, glUnmapNamedBufferEXT, GLuint buffer);
INSTANTIATE_FUNCTION_SERIALISED(void, glFlushMappedNamedBufferRangeEXT, GLuint buffer,
GLintptr offset, GLsizeiptr length);
INSTANTIATE_FUNCTION_SERIALISED(void, glGenTransformFeedbacks, GLsizei n, GLuint *ids);
INSTANTIATE_FUNCTION_SERIALISED(void, glCreateTransformFeedbacks, GLsizei n, GLuint *ids);
INSTANTIATE_FUNCTION_SERIALISED(void, glTransformFeedbackBufferBase, GLuint xfbHandle, GLuint index,
GLuint bufferHandle);
INSTANTIATE_FUNCTION_SERIALISED(void, glTransformFeedbackBufferRange, GLuint xfbHandle,
GLuint index, GLuint bufferHandle, GLintptr offset, GLsizeiptr size);
INSTANTIATE_FUNCTION_SERIALISED(void, glBindTransformFeedback, GLenum target, GLuint xfbHandle);
INSTANTIATE_FUNCTION_SERIALISED(void, glBeginTransformFeedback, GLenum primitiveMode);
INSTANTIATE_FUNCTION_SERIALISED(void, glPauseTransformFeedback);
INSTANTIATE_FUNCTION_SERIALISED(void, glResumeTransformFeedback);
INSTANTIATE_FUNCTION_SERIALISED(void, glEndTransformFeedback);
INSTANTIATE_FUNCTION_SERIALISED(void, glVertexArrayVertexAttribOffsetEXT, GLuint vaobj,
GLuint buffer, GLuint index, GLint size, GLenum type,
GLboolean normalized, GLsizei stride, GLintptr offset);
INSTANTIATE_FUNCTION_SERIALISED(void, glVertexArrayVertexAttribIOffsetEXT, GLuint vaobj,
GLuint buffer, GLuint index, GLint size, GLenum type,
GLsizei stride, GLintptr offset);
INSTANTIATE_FUNCTION_SERIALISED(void, glVertexArrayVertexAttribLOffsetEXT, GLuint vaobj,
GLuint buffer, GLuint index, GLint size, GLenum type,
GLsizei stride, GLintptr pointer);
INSTANTIATE_FUNCTION_SERIALISED(void, glVertexArrayVertexAttribBindingEXT, GLuint vaobj,
GLuint attribindex, GLuint bindingindex);
INSTANTIATE_FUNCTION_SERIALISED(void, glVertexArrayVertexAttribFormatEXT, GLuint vaobj,
GLuint attribindex, GLint size, GLenum type, GLboolean normalized,
GLuint relativeoffset);
INSTANTIATE_FUNCTION_SERIALISED(void, glVertexArrayVertexAttribIFormatEXT, GLuint vaobj,
GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset);
INSTANTIATE_FUNCTION_SERIALISED(void, glVertexArrayVertexAttribLFormatEXT, GLuint vaobj,
GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset);
INSTANTIATE_FUNCTION_SERIALISED(void, glVertexArrayVertexAttribDivisorEXT, GLuint vaobj,
GLuint index, GLuint divisor);
INSTANTIATE_FUNCTION_SERIALISED(void, glEnableVertexArrayAttribEXT, GLuint vaobj, GLuint index);
INSTANTIATE_FUNCTION_SERIALISED(void, glDisableVertexArrayAttribEXT, GLuint vaobj, GLuint index);
INSTANTIATE_FUNCTION_SERIALISED(void, glGenVertexArrays, GLsizei n, GLuint *arrays);
INSTANTIATE_FUNCTION_SERIALISED(void, glCreateVertexArrays, GLsizei n, GLuint *arrays);
INSTANTIATE_FUNCTION_SERIALISED(void, glBindVertexArray, GLuint arrayHandle);
INSTANTIATE_FUNCTION_SERIALISED(void, glVertexArrayElementBuffer, GLuint vaobjHandle,
GLuint bufferHandle);
INSTANTIATE_FUNCTION_SERIALISED(void, glVertexArrayBindVertexBufferEXT, GLuint vaobj,
GLuint bindingindex, GLuint buffer, GLintptr offset, GLsizei stride);
INSTANTIATE_FUNCTION_SERIALISED(void, glVertexArrayVertexBuffers, GLuint vaobjHandle, GLuint first,
GLsizei count, const GLuint *buffers, const GLintptr *offsets,
const GLsizei *strides);
INSTANTIATE_FUNCTION_SERIALISED(void, glVertexArrayVertexBindingDivisorEXT, GLuint vaobj,
GLuint bindingindex, GLuint divisor);
INSTANTIATE_FUNCTION_SERIALISED(void, glVertexAttrib, GLuint index, int count, GLenum type,
GLboolean normalized, const void *value, AttribType attribtype);