mirror of
https://github.com/baldurk/renderdoc.git
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2bb263102b
* Yes I know - shocking, but release builds also need to know which function was called!
201 lines
6.2 KiB
C++
201 lines
6.2 KiB
C++
/******************************************************************************
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* The MIT License (MIT)
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*
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* Copyright (c) 2018 Baldur Karlsson
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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* THE SOFTWARE.
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******************************************************************************/
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#include "driver/gl/gl_common.h"
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#include "driver/gl/gl_dispatch_table.h"
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#include "driver/gl/gl_dispatch_table_defs.h"
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#include "driver/gl/gl_driver.h"
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#include "hooks/hooks.h"
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#if ENABLED(RDOC_POSIX)
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#include <dlfcn.h>
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#endif
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// don't want these definitions, the only place we'll use these is as parameter/variable names
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#ifdef near
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#undef near
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#endif
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#ifdef far
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#undef far
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#endif
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class GLHook : LibraryHook
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{
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public:
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GLHook()
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{
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#if ENABLED(RDOC_POSIX)
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// default to RTLD_NEXT for GL lookups if we haven't gotten a more specific library handle
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handle = RTLD_NEXT;
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#endif
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}
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void RegisterHooks();
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void *GetUnsupportedFunction(const char *name);
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void *handle = NULL;
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WrappedOpenGL *driver = NULL;
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} glhook;
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#if ENABLED(RDOC_DEVEL)
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struct ScopedPrinter
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{
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ScopedPrinter(const char *f) : func(f)
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{
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// RDCLOG("Entering %s", func);
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depth++;
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if(depth > 100)
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RDCFATAL("Infinite recursion detected!");
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}
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~ScopedPrinter()
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{
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// RDCLOG("Exiting %s", func);
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depth--;
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}
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const char *func = NULL;
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static int depth;
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};
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int ScopedPrinter::depth = 0;
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// This checks that we're not infinite looping by calling our own hooks from ourselves. Mostly
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// useful on android where you can only debug by printf and the stack dumps are often corrupted when
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// the callstack overflows.
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#define SCOPED_GLCALL(funcname) \
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SCOPED_LOCK(glLock); \
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gl_CurChunk = GLChunk::funcname; \
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ScopedPrinter CONCAT(scopedprint, __LINE__)(STRINGIZE(funcname));
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#else
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#define SCOPED_GLCALL(funcname) \
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SCOPED_LOCK(glLock); \
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gl_CurChunk = GLChunk::funcname;
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#endif
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DefineSupportedHooks();
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DefineUnsupportedHooks();
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void SetDriverForHooks(WrappedOpenGL *driver)
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{
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glhook.driver = driver;
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}
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void *HookedGetProcAddress(const char *func, void *realFunc)
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{
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#define CheckFunction(function, name) \
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if(!strcmp(func, STRINGIZE(name))) \
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{ \
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if(GL.function == NULL) \
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GL.function = (decltype(GL.function))realFunc; \
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return (void *)&CONCAT(function, _renderdoc_hooked); \
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}
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#define CheckUnsupported(function) \
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if(!strcmp(func, STRINGIZE(function))) \
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{ \
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CONCAT(unsupported_real_, function) = (CONCAT(function, _hooktype))realFunc; \
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return (void *)&CONCAT(function, _renderdoc_hooked); \
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}
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ForEachSupported(CheckFunction);
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ForEachUnsupported(CheckUnsupported);
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// for any other function, if it's not a core or extension function we know about,
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// return the real function pointer as this may be something internal
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RDCDEBUG("Returning real pointer for entirely unknown function '%s': %p", func, realFunc);
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return realFunc;
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}
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void *GLHook::GetUnsupportedFunction(const char *name)
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{
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void *ret = Process::GetFunctionAddress(handle, name);
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if(ret)
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return ret;
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RDCERR("Couldn't find real pointer for %s - will crash", name);
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return NULL;
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}
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void GLDispatchTable::PopulateWithCallback(PlatformGetProcAddr lookupFunc)
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{
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#define HookFunc(function, name) \
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if(GL.function == NULL) \
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{ \
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ScopedSuppressHooking suppress; \
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GL.function = (decltype(GL.function))lookupFunc((const char *)STRINGIZE(name)); \
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}
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ForEachSupported(HookFunc);
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}
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static void GLHooked(void *handle)
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{
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// store the handle for any unimplemented functions that need to look up their onward
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// pointers
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glhook.handle = handle;
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}
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void GLHook::RegisterHooks()
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{
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RDCLOG("Registering OpenGL hooks");
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// pick the 'primary' library we consider GL functions to come from. This is mostly important on
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// windows, since hooks are library-specific, but on other platforms it's simply where we expect
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// most to come from for fetching. The rest can be collected with the platform's GetProcAddress
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#if ENABLED(RDOC_WIN32)
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const char *libraryName = "opengl32.dll";
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#elif ENABLED(RDOC_ANDROID)
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const char *libraryName = "libEGL.so";
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#else
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const char *libraryName = "libGL.so";
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#endif
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LibraryHooks::RegisterLibraryHook(libraryName, &GLHooked);
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#define RegisterFunc(func, name) \
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LibraryHooks::RegisterFunctionHook( \
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libraryName, \
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FunctionHook(STRINGIZE(name), (void **)&GL.func, (void *)&CONCAT(func, _renderdoc_hooked)));
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ForEachSupported(RegisterFunc);
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#if ENABLED(RDOC_WIN32)
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if(ShouldHookEGL())
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{
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// on windows where hooking is per-library, we also need to register these hooks for any GLES2/3
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// wrapper library, when GLES support is enabled.
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libraryName = "libGLESv2.dll";
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ForEachSupported(RegisterFunc);
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}
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#endif
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}
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