Files
renderdoc/renderdoc/driver/gl/gl_renderstate.cpp
T
2014-06-17 16:41:47 +01:00

360 lines
14 KiB
C++

/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 2014 Crytek
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
******************************************************************************/
#include "gl_renderstate.h"
GLRenderState::GLRenderState(const GLHookSet *funcs, Serialiser *ser)
: m_Real(funcs)
, m_pSerialiser(ser)
{
Clear();
}
GLRenderState::~GLRenderState()
{
}
void GLRenderState::FetchState()
{
// TODO check GL_MAX_*
// TODO check the extensions/core version for these is around
m_Real->glGetIntegerv(eGL_ACTIVE_TEXTURE, (GLint *)&ActiveTexture);
// TODO fetch bindings for other types than 2D
for(GLuint i=0; i < (GLuint)ARRAY_COUNT(Tex2D); i++)
{
m_Real->glActiveTexture(GLenum(eGL_TEXTURE0 + i));
m_Real->glGetIntegerv(eGL_TEXTURE_BINDING_2D, (GLint*)&Tex2D[i]);
}
m_Real->glActiveTexture(ActiveTexture);
m_Real->glGetIntegerv(eGL_ARRAY_BUFFER_BINDING, (GLint*)&BufferBindings[0]);
m_Real->glGetIntegerv(eGL_COPY_READ_BUFFER_BINDING, (GLint*)&BufferBindings[1]);
m_Real->glGetIntegerv(eGL_COPY_WRITE_BUFFER_BINDING, (GLint*)&BufferBindings[2]);
m_Real->glGetIntegerv(eGL_DRAW_INDIRECT_BUFFER_BINDING, (GLint*)&BufferBindings[3]);
m_Real->glGetIntegerv(eGL_DISPATCH_INDIRECT_BUFFER_BINDING, (GLint*)&BufferBindings[4]);
m_Real->glGetIntegerv(eGL_ELEMENT_ARRAY_BUFFER_BINDING, (GLint*)&BufferBindings[5]);
m_Real->glGetIntegerv(eGL_PIXEL_PACK_BUFFER_BINDING, (GLint*)&BufferBindings[6]);
m_Real->glGetIntegerv(eGL_PIXEL_UNPACK_BUFFER_BINDING, (GLint*)&BufferBindings[7]);
m_Real->glGetIntegerv(eGL_QUERY_BUFFER_BINDING, (GLint*)&BufferBindings[8]);
m_Real->glGetIntegerv(eGL_TEXTURE_BUFFER_BINDING, (GLint*)&BufferBindings[9]);
struct { IdxRangeBuffer *bufs; int count; GLenum binding; GLenum start; GLenum size; } idxBufs[] =
{
{ AtomicCounter, ARRAY_COUNT(AtomicCounter), eGL_ATOMIC_COUNTER_BUFFER_BINDING, eGL_ATOMIC_COUNTER_BUFFER_START, eGL_ATOMIC_COUNTER_BUFFER_SIZE, },
{ ShaderStorage, ARRAY_COUNT(ShaderStorage), eGL_SHADER_STORAGE_BUFFER_BINDING, eGL_SHADER_STORAGE_BUFFER_START, eGL_SHADER_STORAGE_BUFFER_SIZE, },
{ TransformFeedback, ARRAY_COUNT(TransformFeedback), eGL_TRANSFORM_FEEDBACK_BUFFER_BINDING, eGL_TRANSFORM_FEEDBACK_BUFFER_START, eGL_TRANSFORM_FEEDBACK_BUFFER_SIZE, },
{ UniformBinding, ARRAY_COUNT(UniformBinding), eGL_UNIFORM_BUFFER_BINDING, eGL_UNIFORM_BUFFER_START, eGL_UNIFORM_BUFFER_SIZE, },
};
for(GLuint b=0; b < (GLuint)ARRAY_COUNT(idxBufs); b++)
{
for(int i=0; i < idxBufs[b].count; i++)
{
m_Real->glGetIntegeri_v(idxBufs[b].binding, i, (GLint*)&idxBufs[b].bufs[i].name);
m_Real->glGetInteger64i_v(idxBufs[b].start, i, (GLint64*)&idxBufs[b].bufs[i].start);
m_Real->glGetInteger64i_v(idxBufs[b].size, i, (GLint64*)&idxBufs[b].bufs[i].size);
}
}
for(GLuint i=0; i < (GLuint)ARRAY_COUNT(Blends); i++)
{
m_Real->glGetIntegeri_v(eGL_BLEND_EQUATION_RGB, i, (GLint*)&Blends[i].EquationRGB);
m_Real->glGetIntegeri_v(eGL_BLEND_EQUATION_ALPHA, i, (GLint*)&Blends[i].EquationAlpha);
m_Real->glGetIntegeri_v(eGL_BLEND_SRC_RGB, i, (GLint*)&Blends[i].SourceRGB);
m_Real->glGetIntegeri_v(eGL_BLEND_SRC_ALPHA, i, (GLint*)&Blends[i].SourceAlpha);
m_Real->glGetIntegeri_v(eGL_BLEND_DST_RGB, i, (GLint*)&Blends[i].DestinationRGB);
m_Real->glGetIntegeri_v(eGL_BLEND_DST_ALPHA, i, (GLint*)&Blends[i].DestinationAlpha);
}
m_Real->glGetFloatv(eGL_BLEND_COLOR, &BlendColor[0]);
for(GLuint i=0; i < (GLuint)ARRAY_COUNT(Viewports); i++)
m_Real->glGetFloati_v(eGL_VIEWPORT, i, &Viewports[i].x);
for(GLuint i=0; i < (GLuint)ARRAY_COUNT(Scissors); i++)
m_Real->glGetIntegeri_v(eGL_SCISSOR_BOX, i, &Scissors[i].x);
m_Real->glGetIntegerv(eGL_DRAW_BUFFER, (GLint *)&DrawBuffer);
for(size_t i=0; i < ARRAY_COUNT(DrawBuffers); i++)
m_Real->glGetIntegerv(GLenum(eGL_DRAW_BUFFER0 + i), (GLint *)&DrawBuffers[i]);
{
GLenum dummy[2];
// docs suggest this is enumeration[2] even though polygon mode can't be set independently for front
// and back faces.
m_Real->glGetIntegerv(eGL_POLYGON_MODE, (GLint *)&dummy);
PolygonMode = dummy[0];
}
m_Real->glGetIntegerv(eGL_FRAGMENT_SHADER_DERIVATIVE_HINT, (GLint *)&Hints.Derivatives);
m_Real->glGetIntegerv(eGL_LINE_SMOOTH_HINT, (GLint *)&Hints.LineSmooth);
m_Real->glGetIntegerv(eGL_POLYGON_SMOOTH_HINT, (GLint *)&Hints.PolySmooth);
m_Real->glGetIntegerv(eGL_TEXTURE_COMPRESSION_HINT, (GLint *)&Hints.TexCompression);
m_Real->glGetBooleanv(eGL_DEPTH_WRITEMASK, &DepthWriteMask);
m_Real->glGetFloatv(eGL_DEPTH_CLEAR_VALUE, &DepthClearValue);
for(GLuint i=0; i < (GLuint)ARRAY_COUNT(DepthRanges); i++)
m_Real->glGetDoublei_v(eGL_DEPTH_RANGE, i, &DepthRanges[i].nearZ);
m_Real->glGetDoublev(eGL_DEPTH_BOUNDS_TEST_EXT, &DepthBounds.nearZ);
for(size_t i=0; i < ARRAY_COUNT(ColorMasks); i++)
m_Real->glGetBooleanv(eGL_COLOR_WRITEMASK, &ColorMasks[i].red);
m_Real->glGetFloatv(eGL_COLOR_CLEAR_VALUE, &ColorClearValue.red);
m_Real->glGetFloatv(eGL_POLYGON_OFFSET_FACTOR, &PolygonOffset[0]);
m_Real->glGetFloatv(eGL_POLYGON_OFFSET_UNITS, &PolygonOffset[1]);
m_Real->glGetIntegerv(eGL_FRONT_FACE, (GLint *)&FrontFace);
m_Real->glGetIntegerv(eGL_CULL_FACE_MODE, (GLint *)&CullFace);
}
void GLRenderState::ApplyState()
{
for(size_t i=0; i < ARRAY_COUNT(Tex2D); i++)
{
m_Real->glActiveTexture(GLenum(eGL_TEXTURE0 + i));
m_Real->glBindTexture(eGL_TEXTURE_2D, Tex2D[i]);
}
m_Real->glActiveTexture(ActiveTexture);
m_Real->glBindBuffer(eGL_ARRAY_BUFFER, BufferBindings[0]);
m_Real->glBindBuffer(eGL_COPY_READ_BUFFER, BufferBindings[1]);
m_Real->glBindBuffer(eGL_COPY_WRITE_BUFFER, BufferBindings[2]);
m_Real->glBindBuffer(eGL_DRAW_INDIRECT_BUFFER, BufferBindings[3]);
m_Real->glBindBuffer(eGL_DISPATCH_INDIRECT_BUFFER, BufferBindings[4]);
m_Real->glBindBuffer(eGL_ELEMENT_ARRAY_BUFFER, BufferBindings[5]);
m_Real->glBindBuffer(eGL_PIXEL_PACK_BUFFER, BufferBindings[6]);
m_Real->glBindBuffer(eGL_PIXEL_UNPACK_BUFFER, BufferBindings[7]);
m_Real->glBindBuffer(eGL_QUERY_BUFFER, BufferBindings[8]);
m_Real->glBindBuffer(eGL_TEXTURE_BUFFER, BufferBindings[9]);
struct { IdxRangeBuffer *bufs; int count; GLenum binding; } idxBufs[] =
{
{ AtomicCounter, ARRAY_COUNT(AtomicCounter), eGL_ATOMIC_COUNTER_BUFFER, },
{ ShaderStorage, ARRAY_COUNT(ShaderStorage), eGL_SHADER_STORAGE_BUFFER, },
{ TransformFeedback, ARRAY_COUNT(TransformFeedback), eGL_TRANSFORM_FEEDBACK_BUFFER, },
{ UniformBinding, ARRAY_COUNT(UniformBinding), eGL_UNIFORM_BUFFER, },
};
for(size_t b=0; b < ARRAY_COUNT(idxBufs); b++)
for(int i=0; i < idxBufs[b].count; i++)
{
if(idxBufs[b].bufs[i].name == 0 ||
(idxBufs[b].bufs[i].start == 0 && idxBufs[b].bufs[i].size == 0)
)
m_Real->glBindBufferBase(idxBufs[b].binding, i, idxBufs[b].bufs[i].name);
else
m_Real->glBindBufferRange(idxBufs[b].binding, i, idxBufs[b].bufs[i].name, (GLintptr)idxBufs[b].bufs[i].start, (GLsizeiptr)idxBufs[b].bufs[i].size);
}
for(GLuint i=0; i < (GLuint)ARRAY_COUNT(Blends); i++)
{
m_Real->glBlendFuncSeparatei(i, Blends[i].SourceRGB, Blends[i].DestinationRGB, Blends[i].DestinationRGB, Blends[i].DestinationAlpha);
m_Real->glBlendEquationSeparatei(i, Blends[i].EquationRGB, Blends[i].EquationAlpha);
}
m_Real->glBlendColor(BlendColor[0], BlendColor[1], BlendColor[2], BlendColor[3]);
m_Real->glViewportArrayv(0, ARRAY_COUNT(Viewports), &Viewports[0].x);
m_Real->glScissorArrayv(0, ARRAY_COUNT(Scissors), &Scissors[0].x);
m_Real->glDrawBuffer(DrawBuffer);
m_Real->glDrawBuffers(8, DrawBuffers);
m_Real->glHint(eGL_FRAGMENT_SHADER_DERIVATIVE_HINT, Hints.Derivatives);
m_Real->glHint(eGL_LINE_SMOOTH_HINT, Hints.LineSmooth);
m_Real->glHint(eGL_POLYGON_SMOOTH_HINT, Hints.PolySmooth);
m_Real->glHint(eGL_TEXTURE_COMPRESSION_HINT, Hints.TexCompression);
m_Real->glDepthMask(DepthWriteMask);
m_Real->glClearDepth(DepthClearValue);
for(GLuint i=0; i < (GLuint)ARRAY_COUNT(DepthRanges); i++)
{
double v[2] = { DepthRanges[i].nearZ, DepthRanges[i].farZ };
m_Real->glDepthRangeArrayv(i, 1, v);
}
m_Real->glDepthBoundsEXT(DepthBounds.nearZ, DepthBounds.farZ);
for(GLuint i=0; i < (GLuint)ARRAY_COUNT(ColorMasks); i++)
m_Real->glColorMaski(i, ColorMasks[i].red, ColorMasks[i].green, ColorMasks[i].blue, ColorMasks[i].alpha);
m_Real->glClearColor(ColorClearValue.red, ColorClearValue.green, ColorClearValue.blue, ColorClearValue.alpha);
m_Real->glPolygonMode(eGL_FRONT_AND_BACK, PolygonMode);
m_Real->glPolygonOffset(PolygonOffset[0], PolygonOffset[1]);
m_Real->glFrontFace(FrontFace);
m_Real->glCullFace(CullFace);
}
void GLRenderState::Clear()
{
RDCEraseEl(Tex2D);
RDCEraseEl(ActiveTexture);
RDCEraseEl(BufferBindings);
RDCEraseEl(AtomicCounter);
RDCEraseEl(ShaderStorage);
RDCEraseEl(TransformFeedback);
RDCEraseEl(UniformBinding);
RDCEraseEl(Blends);
RDCEraseEl(BlendColor);
RDCEraseEl(Viewports);
RDCEraseEl(Scissors);
RDCEraseEl(PolygonMode);
RDCEraseEl(PolygonOffset);
RDCEraseEl(DepthWriteMask);
RDCEraseEl(DepthClearValue);
RDCEraseEl(DepthRanges);
RDCEraseEl(DepthBounds);
RDCEraseEl(ColorMasks);
RDCEraseEl(ColorClearValue);
RDCEraseEl(Hints);
RDCEraseEl(FrontFace);
RDCEraseEl(CullFace);
}
void GLRenderState::Serialise(LogState state, GLResourceManager *rm)
{
// TODO check GL_MAX_*
for(size_t i=0; i < ARRAY_COUNT(Tex2D); i++)
{
ResourceId ID = ResourceId();
if(state >= WRITING) ID = rm->GetID(TextureRes(Tex2D[i]));
m_pSerialiser->Serialise("GL_TEXTURE_BINDING_2D", ID);
if(state < WRITING && ID != ResourceId()) Tex2D[i] = rm->GetLiveResource(ID).name;
}
m_pSerialiser->Serialise("GL_ACTIVE_TEXTURE", ActiveTexture);
for(size_t i=0; i < ARRAY_COUNT(BufferBindings); i++)
{
ResourceId ID = ResourceId();
if(state >= WRITING) ID = rm->GetID(BufferRes(BufferBindings[i]));
m_pSerialiser->Serialise("GL_BUFFER_BINDING", ID);
if(state < WRITING && ID != ResourceId()) BufferBindings[i] = rm->GetLiveResource(ID).name;
}
struct { IdxRangeBuffer *bufs; int count; } idxBufs[] =
{
{ AtomicCounter, ARRAY_COUNT(AtomicCounter), },
{ ShaderStorage, ARRAY_COUNT(ShaderStorage), },
{ TransformFeedback, ARRAY_COUNT(TransformFeedback), },
{ UniformBinding, ARRAY_COUNT(UniformBinding), },
};
for(size_t b=0; b < ARRAY_COUNT(idxBufs); b++)
{
for(int i=0; i < idxBufs[b].count; i++)
{
ResourceId ID = ResourceId();
if(state >= WRITING) ID = rm->GetID(BufferRes(idxBufs[b].bufs[i].name));
m_pSerialiser->Serialise("BUFFER_BINDING", ID);
if(state < WRITING && ID != ResourceId()) idxBufs[b].bufs[i].name = rm->GetLiveResource(ID).name;
m_pSerialiser->Serialise("BUFFER_START", idxBufs[b].bufs[i].start);
m_pSerialiser->Serialise("BUFFER_SIZE", idxBufs[b].bufs[i].size);
}
}
for(size_t i=0; i < ARRAY_COUNT(Blends); i++)
{
m_pSerialiser->Serialise("GL_BLEND_EQUATION_RGB", Blends[i].EquationRGB);
m_pSerialiser->Serialise("GL_BLEND_EQUATION_ALPHA", Blends[i].EquationAlpha);
m_pSerialiser->Serialise("GL_BLEND_SRC_RGB", Blends[i].SourceRGB);
m_pSerialiser->Serialise("GL_BLEND_SRC_ALPHA", Blends[i].SourceAlpha);
m_pSerialiser->Serialise("GL_BLEND_DST_RGB", Blends[i].DestinationRGB);
m_pSerialiser->Serialise("GL_BLEND_DST_ALPHA", Blends[i].DestinationAlpha);
}
m_pSerialiser->Serialise<4>("GL_BLEND_COLOR", BlendColor);
for(size_t i=0; i < ARRAY_COUNT(Viewports); i++)
{
m_pSerialiser->Serialise("GL_VIEWPORT.x", Viewports[i].x);
m_pSerialiser->Serialise("GL_VIEWPORT.y", Viewports[i].y);
m_pSerialiser->Serialise("GL_VIEWPORT.w", Viewports[i].width);
m_pSerialiser->Serialise("GL_VIEWPORT.h", Viewports[i].height);
}
for(size_t i=0; i < ARRAY_COUNT(Scissors); i++)
{
m_pSerialiser->Serialise("GL_VIEWPORT.x", Scissors[i].x);
m_pSerialiser->Serialise("GL_VIEWPORT.y", Scissors[i].y);
m_pSerialiser->Serialise("GL_VIEWPORT.w", Scissors[i].width);
m_pSerialiser->Serialise("GL_VIEWPORT.h", Scissors[i].height);
}
m_pSerialiser->Serialise("GL_DRAWBUFFER", DrawBuffer);
m_pSerialiser->Serialise<8>("GL_DRAWBUFFERS", DrawBuffers);
m_pSerialiser->Serialise("GL_FRAGMENT_SHADER_DERIVATIVE_HINT", Hints.Derivatives);
m_pSerialiser->Serialise("GL_LINE_SMOOTH_HINT", Hints.LineSmooth);
m_pSerialiser->Serialise("GL_POLYGON_SMOOTH_HINT", Hints.PolySmooth);
m_pSerialiser->Serialise("GL_TEXTURE_COMPRESSION_HINT", Hints.TexCompression);
m_pSerialiser->Serialise("GL_DEPTH_WRITEMASK", DepthWriteMask);
m_pSerialiser->Serialise("GL_DEPTH_CLEAR_VALUE", DepthClearValue);
for(size_t i=0; i < ARRAY_COUNT(DepthRanges); i++)
{
m_pSerialiser->Serialise("GL_DEPTH_RANGE.near", DepthRanges[i].nearZ);
m_pSerialiser->Serialise("GL_DEPTH_RANGE.far", DepthRanges[i].farZ);
}
{
m_pSerialiser->Serialise("GL_DEPTH_BOUNDS_EXT.near", DepthBounds.nearZ);
m_pSerialiser->Serialise("GL_DEPTH_BOUNDS_EXT.far", DepthBounds.farZ);
}
for(size_t i=0; i < ARRAY_COUNT(ColorMasks); i++)
m_pSerialiser->Serialise<4>("GL_COLOR_WRITEMASK", &ColorMasks[i].red);
m_pSerialiser->Serialise<4>("GL_COLOR_CLEAR_VALUE", &ColorClearValue.red);
m_pSerialiser->Serialise("GL_POLYGON_MODE", PolygonMode);
m_pSerialiser->Serialise("GL_POLYGON_OFFSET_FACTOR", PolygonOffset[0]);
m_pSerialiser->Serialise("GL_POLYGON_OFFSET_UNITS", PolygonOffset[1]);
m_pSerialiser->Serialise("GL_FRONT_FACE", FrontFace);
m_pSerialiser->Serialise("GL_CULL_FACE_MODE", CullFace);
}