mirror of
https://github.com/baldurk/renderdoc.git
synced 2026-07-14 03:27:08 +00:00
41d39b58ce
Adding rangeminmax to globals, snippet support and updated docs to match Fixes bug in replay_output.cpp, causing a crash due to missing texhandle
706 lines
24 KiB
C++
706 lines
24 KiB
C++
/******************************************************************************
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* The MIT License (MIT)
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*
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* Copyright (c) 2019-2021 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 "maths/formatpacking.h"
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#include "maths/matrix.h"
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#include "gl_driver.h"
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#include "gl_replay.h"
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#include "gl_resources.h"
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#define OPENGL 1
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#include "data/glsl/glsl_ubos_cpp.h"
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bool GLReplay::RenderTexture(TextureDisplay cfg)
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{
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return RenderTextureInternal(cfg, TexDisplayFlags(eTexDisplay_BlendAlpha | eTexDisplay_MipShift));
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}
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bool GLReplay::RenderTextureInternal(TextureDisplay cfg, TexDisplayFlags flags)
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{
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const bool blendAlpha = (flags & eTexDisplay_BlendAlpha) != 0;
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const bool mipShift = (flags & eTexDisplay_MipShift) != 0;
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WrappedOpenGL &drv = *m_pDriver;
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auto &texDetails = m_pDriver->m_Textures[cfg.resourceId];
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if(texDetails.internalFormat == eGL_NONE)
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return false;
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CacheTexture(cfg.resourceId);
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bool renderbuffer = false;
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int intIdx = 0;
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int resType;
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switch(texDetails.curType)
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{
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case eGL_RENDERBUFFER:
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resType = RESTYPE_TEX2D;
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if(texDetails.samples > 1)
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resType = RESTYPE_TEX2DMS;
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renderbuffer = true;
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break;
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case eGL_TEXTURE_1D: resType = RESTYPE_TEX1D; break;
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default: RDCWARN("Unexpected texture type"); DELIBERATE_FALLTHROUGH();
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case eGL_TEXTURE_2D: resType = RESTYPE_TEX2D; break;
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case eGL_TEXTURE_2D_MULTISAMPLE: resType = RESTYPE_TEX2DMS; break;
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case eGL_TEXTURE_2D_MULTISAMPLE_ARRAY: resType = RESTYPE_TEX2DMSARRAY; break;
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case eGL_TEXTURE_RECTANGLE: resType = RESTYPE_TEXRECT; break;
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case eGL_TEXTURE_BUFFER: resType = RESTYPE_TEXBUFFER; break;
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case eGL_TEXTURE_3D: resType = RESTYPE_TEX3D; break;
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case eGL_TEXTURE_CUBE_MAP: resType = RESTYPE_TEXCUBE; break;
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case eGL_TEXTURE_1D_ARRAY: resType = RESTYPE_TEX1DARRAY; break;
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case eGL_TEXTURE_2D_ARRAY: resType = RESTYPE_TEX2DARRAY; break;
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case eGL_TEXTURE_CUBE_MAP_ARRAY: resType = RESTYPE_TEXCUBEARRAY; break;
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}
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GLuint texname = texDetails.resource.name;
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GLenum target = texDetails.curType;
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// do blit from renderbuffer to texture, then sample from texture
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if(renderbuffer)
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{
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// need replay context active to do blit (as FBOs aren't shared)
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MakeCurrentReplayContext(&m_ReplayCtx);
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GLMarkerRegion blitRegion("Renderbuffer Blit");
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GLuint curDrawFBO = 0;
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GLuint curReadFBO = 0;
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drv.glGetIntegerv(eGL_DRAW_FRAMEBUFFER_BINDING, (GLint *)&curDrawFBO);
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drv.glGetIntegerv(eGL_READ_FRAMEBUFFER_BINDING, (GLint *)&curReadFBO);
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drv.glBindFramebuffer(eGL_DRAW_FRAMEBUFFER, texDetails.renderbufferFBOs[1]);
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drv.glBindFramebuffer(eGL_READ_FRAMEBUFFER, texDetails.renderbufferFBOs[0]);
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SafeBlitFramebuffer(
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0, 0, texDetails.width, texDetails.height, 0, 0, texDetails.width, texDetails.height,
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GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT, eGL_NEAREST);
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drv.glBindFramebuffer(eGL_DRAW_FRAMEBUFFER, curDrawFBO);
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drv.glBindFramebuffer(eGL_READ_FRAMEBUFFER, curReadFBO);
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texname = texDetails.renderbufferReadTex;
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if(resType == RESTYPE_TEX2D)
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target = eGL_TEXTURE_2D;
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else
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target = eGL_TEXTURE_2D_MULTISAMPLE;
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}
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MakeCurrentReplayContext(m_DebugCtx);
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GLMarkerRegion region("RenderTextureInternal");
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uint32_t numMips = m_CachedTextures[cfg.resourceId].mips;
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GLuint castTexture = 0;
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GLenum displayFormat = texDetails.internalFormat;
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if(cfg.typeCast != CompType::Typeless &&
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cfg.typeCast != MakeResourceFormat(target, displayFormat).compType)
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{
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displayFormat = GetViewCastedFormat(displayFormat, cfg.typeCast);
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// if the format didn't change we can't re-interpret this format anyway
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if(displayFormat != texDetails.internalFormat)
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{
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GLMarkerRegion castRegion("Casting texture for view");
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drv.glGenTextures(1, &castTexture);
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drv.glActiveTexture(eGL_TEXTURE0);
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drv.glBindTexture(target, castTexture);
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// can't use texture views because the underlying image isn't immutable because we don't
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// want to rely on texture storage. We also can't rely on texture views, meaning we need a
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// fallback path ANYWAY, so might as well always use it. Yayyy opengl...
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drv.CreateTextureImage(castTexture, displayFormat, eGL_NONE, eGL_NONE, target,
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texDetails.dimension, texDetails.width, texDetails.height,
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texDetails.depth, texDetails.samples, (int)numMips);
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bool isCompressed = IsCompressedFormat(displayFormat);
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GLint values[4] = {};
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float fvalues[4] = {};
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// ensure source texture is complete
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GL.glGetTextureParameterivEXT(texname, target, eGL_TEXTURE_MAX_LEVEL, values);
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int prevMaxLevel = values[0];
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int maxlevel = numMips - 1;
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GL.glTextureParameterivEXT(texname, target, eGL_TEXTURE_MAX_LEVEL, (GLint *)&maxlevel);
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// copy state
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if(!texDetails.emulated && (HasExt[ARB_texture_swizzle] || HasExt[EXT_texture_swizzle]))
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{
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GetTextureSwizzle(texname, target, (GLenum *)values);
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SetTextureSwizzle(castTexture, target, (GLenum *)values);
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}
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if((target == eGL_TEXTURE_CUBE_MAP || target == eGL_TEXTURE_CUBE_MAP_ARRAY) &&
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HasExt[ARB_seamless_cubemap_per_texture])
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{
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GL.glGetTextureParameterivEXT(texname, target, eGL_TEXTURE_CUBE_MAP_SEAMLESS, values);
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GL.glTextureParameterivEXT(castTexture, target, eGL_TEXTURE_CUBE_MAP_SEAMLESS, values);
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}
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if(target != eGL_TEXTURE_2D_MULTISAMPLE && target != eGL_TEXTURE_2D_MULTISAMPLE_ARRAY)
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{
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if(HasExt[EXT_texture_sRGB_decode])
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{
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GL.glGetTextureParameterivEXT(texname, target, eGL_TEXTURE_SRGB_DECODE_EXT, values);
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GL.glTextureParameterivEXT(castTexture, target, eGL_TEXTURE_SRGB_DECODE_EXT, values);
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}
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GL.glGetTextureParameterivEXT(texname, target, eGL_TEXTURE_COMPARE_FUNC, values);
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GL.glTextureParameterivEXT(castTexture, target, eGL_TEXTURE_COMPARE_FUNC, values);
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GL.glGetTextureParameterivEXT(texname, target, eGL_TEXTURE_COMPARE_MODE, values);
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GL.glTextureParameterivEXT(castTexture, target, eGL_TEXTURE_COMPARE_MODE, values);
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GL.glGetTextureParameterivEXT(texname, target, eGL_TEXTURE_MIN_FILTER, values);
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GL.glTextureParameterivEXT(castTexture, target, eGL_TEXTURE_MIN_FILTER, values);
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GL.glGetTextureParameterivEXT(texname, target, eGL_TEXTURE_MAG_FILTER, values);
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GL.glTextureParameterivEXT(castTexture, target, eGL_TEXTURE_MAG_FILTER, values);
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GL.glGetTextureParameterivEXT(texname, target, eGL_TEXTURE_WRAP_R, values);
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GL.glTextureParameterivEXT(castTexture, target, eGL_TEXTURE_WRAP_R, values);
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GL.glGetTextureParameterivEXT(texname, target, eGL_TEXTURE_WRAP_S, values);
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GL.glTextureParameterivEXT(castTexture, target, eGL_TEXTURE_WRAP_S, values);
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GL.glGetTextureParameterivEXT(texname, target, eGL_TEXTURE_WRAP_T, values);
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GL.glTextureParameterivEXT(castTexture, target, eGL_TEXTURE_WRAP_T, values);
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if(HasExt[ARB_texture_border_clamp])
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{
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GL.glGetTextureParameterfvEXT(texname, target, eGL_TEXTURE_BORDER_COLOR, fvalues);
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GL.glTextureParameterfvEXT(castTexture, target, eGL_TEXTURE_BORDER_COLOR, fvalues);
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}
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if(!IsGLES)
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{
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GL.glGetTextureParameterfvEXT(texname, target, eGL_TEXTURE_LOD_BIAS, fvalues);
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GL.glTextureParameterfvEXT(castTexture, target, eGL_TEXTURE_LOD_BIAS, fvalues);
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}
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if(target != eGL_TEXTURE_RECTANGLE)
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{
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GL.glGetTextureParameterfvEXT(texname, target, eGL_TEXTURE_MIN_LOD, fvalues);
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GL.glTextureParameterfvEXT(castTexture, target, eGL_TEXTURE_MIN_LOD, fvalues);
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GL.glGetTextureParameterfvEXT(texname, target, eGL_TEXTURE_MAX_LOD, fvalues);
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GL.glTextureParameterfvEXT(castTexture, target, eGL_TEXTURE_MAX_LOD, fvalues);
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}
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}
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// copy mip data
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for(uint32_t i = 0; i < numMips; i++)
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{
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int w = RDCMAX(texDetails.width >> i, 1);
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int h = RDCMAX(texDetails.height >> i, 1);
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int d = RDCMAX(texDetails.depth >> i, 1);
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if(target == eGL_TEXTURE_CUBE_MAP)
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d *= 6;
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else if(target == eGL_TEXTURE_CUBE_MAP_ARRAY || target == eGL_TEXTURE_2D_ARRAY)
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d = texDetails.depth;
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// glCopyImageSubData treats 1D arrays sanely - with depth as array size - but at odds
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// with the rest of the API.
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if(target == eGL_TEXTURE_1D_ARRAY)
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{
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h = 1;
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d = texDetails.height;
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}
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if((isCompressed && VendorCheck[VendorCheck_AMD_copy_compressed_tinymips] && (w < 4 || h < 4)) ||
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(isCompressed && VendorCheck[VendorCheck_AMD_copy_compressed_cubemaps] &&
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texDetails.curType == eGL_TEXTURE_CUBE_MAP) ||
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(isCompressed && IsGLES))
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{
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GLenum targets[] = {
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eGL_TEXTURE_CUBE_MAP_POSITIVE_X, eGL_TEXTURE_CUBE_MAP_NEGATIVE_X,
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eGL_TEXTURE_CUBE_MAP_POSITIVE_Y, eGL_TEXTURE_CUBE_MAP_NEGATIVE_Y,
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eGL_TEXTURE_CUBE_MAP_POSITIVE_Z, eGL_TEXTURE_CUBE_MAP_NEGATIVE_Z,
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};
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int count = ARRAY_COUNT(targets);
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if(target != eGL_TEXTURE_CUBE_MAP)
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{
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targets[0] = target;
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count = 1;
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}
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for(int trg = 0; trg < count; trg++)
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{
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size_t size = GetCompressedByteSize(w, h, d, displayFormat);
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if(target == eGL_TEXTURE_CUBE_MAP)
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size /= 6;
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byte *buf = new byte[size];
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if(IsGLES)
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{
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texDetails.GetCompressedImageDataGLES(i, targets[trg], size, buf);
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}
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else
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{
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// read to CPU
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GL.glGetCompressedTextureImageEXT(texname, targets[trg], i, buf);
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}
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// write to GPU
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if(texDetails.dimension == 1)
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GL.glCompressedTextureSubImage1DEXT(castTexture, targets[trg], i, 0, w, displayFormat,
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(GLsizei)size, buf);
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else if(texDetails.dimension == 2)
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GL.glCompressedTextureSubImage2DEXT(castTexture, targets[trg], i, 0, 0, w, h,
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displayFormat, (GLsizei)size, buf);
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else if(texDetails.dimension == 3)
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GL.glCompressedTextureSubImage3DEXT(castTexture, targets[trg], i, 0, 0, 0, w, h, d,
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displayFormat, (GLsizei)size, buf);
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delete[] buf;
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}
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}
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else
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{
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GL.glCopyImageSubData(texname, target, i, 0, 0, 0, castTexture, target, i, 0, 0, 0, w, h,
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d);
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}
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}
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GL.glTextureParameterivEXT(texname, target, eGL_TEXTURE_MAX_LEVEL, (GLint *)&prevMaxLevel);
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texname = castTexture;
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}
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}
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RDCGLenum dsTexMode = eGL_NONE;
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if(IsDepthStencilFormat(displayFormat))
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{
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// stencil-only, make sure we display it as such
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if(displayFormat == eGL_STENCIL_INDEX8)
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{
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cfg.red = false;
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cfg.green = true;
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cfg.blue = false;
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cfg.alpha = false;
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}
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// depth-only, make sure we display it as such
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if(GetBaseFormat(displayFormat) == eGL_DEPTH_COMPONENT)
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{
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cfg.red = true;
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cfg.green = false;
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cfg.blue = false;
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cfg.alpha = false;
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}
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if(!cfg.red && cfg.green)
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{
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dsTexMode = eGL_STENCIL_INDEX;
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// Stencil texture sampling is not normalized in OpenGL
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intIdx = 1;
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float rangeScale = 1.0f;
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switch(displayFormat)
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{
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case eGL_STENCIL_INDEX1: rangeScale = 1.0f; break;
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case eGL_STENCIL_INDEX4: rangeScale = 16.0f; break;
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default:
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RDCWARN("Unexpected raw format for stencil visualization");
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DELIBERATE_FALLTHROUGH();
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case eGL_DEPTH24_STENCIL8:
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case eGL_DEPTH32F_STENCIL8:
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case eGL_DEPTH_STENCIL:
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case eGL_STENCIL_INDEX8: rangeScale = 255.0f; break;
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case eGL_STENCIL_INDEX16: rangeScale = 65535.0f; break;
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}
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cfg.rangeMin *= rangeScale;
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cfg.rangeMax *= rangeScale;
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}
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else
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dsTexMode = eGL_DEPTH_COMPONENT;
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}
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else
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{
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if(IsUIntFormat(displayFormat))
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intIdx = 1;
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if(IsSIntFormat(displayFormat))
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intIdx = 2;
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}
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drv.glBindProgramPipeline(0);
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if(flags & eTexDisplay_RemapFloat)
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drv.glUseProgram(DebugData.texRemapProg[0]);
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else if(flags & eTexDisplay_RemapUInt)
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drv.glUseProgram(DebugData.texRemapProg[1]);
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else if(flags & eTexDisplay_RemapSInt)
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drv.glUseProgram(DebugData.texRemapProg[2]);
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else
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drv.glUseProgram(DebugData.texDisplayProg[intIdx]);
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GLuint customProgram = 0;
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if(cfg.customShaderId != ResourceId() &&
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drv.GetResourceManager()->HasCurrentResource(cfg.customShaderId))
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{
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GLuint customShader = drv.GetResourceManager()->GetCurrentResource(cfg.customShaderId).name;
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customProgram = drv.glCreateProgram();
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drv.glAttachShader(customProgram, DebugData.texDisplayVertexShader);
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drv.glAttachShader(customProgram, customShader);
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drv.glLinkProgram(customProgram);
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drv.glDetachShader(customProgram, DebugData.texDisplayVertexShader);
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drv.glDetachShader(customProgram, customShader);
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char buffer[1024] = {};
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GLint status = 0;
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drv.glGetProgramiv(customProgram, eGL_LINK_STATUS, &status);
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if(status == 0)
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{
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drv.glGetProgramInfoLog(customProgram, 1024, NULL, buffer);
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RDCERR("Error linking custom shader program: %s", buffer);
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drv.glDeleteProgram(customProgram);
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customProgram = 0;
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}
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if(customProgram)
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{
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drv.glUseProgram(customProgram);
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GLint loc = -1;
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loc = drv.glGetUniformLocation(customProgram, "RENDERDOC_TexDim");
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if(loc >= 0)
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drv.glProgramUniform4ui(customProgram, loc, texDetails.width, texDetails.height,
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texDetails.depth, (uint32_t)numMips);
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loc = drv.glGetUniformLocation(customProgram, "RENDERDOC_SelectedMip");
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if(loc >= 0)
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drv.glProgramUniform1ui(customProgram, loc, cfg.subresource.mip);
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loc = drv.glGetUniformLocation(customProgram, "RENDERDOC_SelectedSliceFace");
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if(loc >= 0)
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drv.glProgramUniform1ui(customProgram, loc, cfg.subresource.slice);
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loc = drv.glGetUniformLocation(customProgram, "RENDERDOC_SelectedSample");
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if(loc >= 0)
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{
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if(cfg.subresource.sample == ~0U)
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drv.glProgramUniform1i(customProgram, loc, -texDetails.samples);
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else
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drv.glProgramUniform1i(customProgram, loc, (int)RDCCLAMP(cfg.subresource.sample, 0U,
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(uint32_t)texDetails.samples - 1));
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}
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loc = drv.glGetUniformLocation(customProgram, "RENDERDOC_TextureType");
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if(loc >= 0)
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drv.glProgramUniform1ui(customProgram, loc, resType);
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loc = drv.glGetUniformLocation(customProgram, "RENDERDOC_SelectedRangeMin");
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if(loc >= 0)
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drv.glProgramUniform1f(customProgram, loc, cfg.rangeMin);
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loc = drv.glGetUniformLocation(customProgram, "RENDERDOC_SelectedRangeMax");
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if(loc >= 0)
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drv.glProgramUniform1f(customProgram, loc, cfg.rangeMax);
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}
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}
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// bind a dummy texbuffer - some drivers (macOS) have trouble when a buffer isn't bound.
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if(resType != RESTYPE_TEXBUFFER && DebugData.dummyTexBuffer)
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{
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drv.glActiveTexture((RDCGLenum)(eGL_TEXTURE0 + RESTYPE_TEXBUFFER));
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drv.glBindTexture(eGL_TEXTURE_BUFFER, DebugData.dummyTexBuffer);
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}
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drv.glActiveTexture((RDCGLenum)(eGL_TEXTURE0 + resType));
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drv.glBindTexture(target, texname);
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GLint origDSTexMode = eGL_DEPTH_COMPONENT;
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if(dsTexMode != eGL_NONE && HasExt[ARB_stencil_texturing])
|
|
{
|
|
drv.glGetTextureParameterivEXT(texname, target, eGL_DEPTH_STENCIL_TEXTURE_MODE, &origDSTexMode);
|
|
drv.glTextureParameteriEXT(texname, target, eGL_DEPTH_STENCIL_TEXTURE_MODE, dsTexMode);
|
|
}
|
|
|
|
// defined as arrays mostly for Coverity code analysis to stay calm about passing
|
|
// them to the *TexParameter* functions
|
|
GLint baseLevel[4] = {-1};
|
|
GLint maxlevel[4] = {-1};
|
|
GLint forcedparam[4] = {};
|
|
|
|
bool levelsTex = (target != eGL_TEXTURE_BUFFER && target != eGL_TEXTURE_2D_MULTISAMPLE &&
|
|
target != eGL_TEXTURE_2D_MULTISAMPLE_ARRAY);
|
|
|
|
if(levelsTex)
|
|
{
|
|
drv.glGetTextureParameterivEXT(texname, target, eGL_TEXTURE_BASE_LEVEL, baseLevel);
|
|
drv.glGetTextureParameterivEXT(texname, target, eGL_TEXTURE_MAX_LEVEL, maxlevel);
|
|
}
|
|
else
|
|
{
|
|
baseLevel[0] = maxlevel[0] = -1;
|
|
}
|
|
|
|
// ensure texture is mipmap complete and we can view all mips (if the range has been reduced) by
|
|
// forcing TEXTURE_MAX_LEVEL to cover all valid mips.
|
|
if(levelsTex && cfg.resourceId != DebugData.CustomShaderTexID)
|
|
{
|
|
forcedparam[0] = 0;
|
|
drv.glTextureParameterivEXT(texname, target, eGL_TEXTURE_BASE_LEVEL, forcedparam);
|
|
forcedparam[0] = GLint(numMips - 1);
|
|
drv.glTextureParameterivEXT(texname, target, eGL_TEXTURE_MAX_LEVEL, forcedparam);
|
|
}
|
|
else
|
|
{
|
|
maxlevel[0] = -1;
|
|
}
|
|
|
|
bool intTexture = intIdx > 0 || (flags & eTexDisplay_RemapUInt) || (flags & eTexDisplay_RemapSInt);
|
|
|
|
GLint tex_x = texDetails.width, tex_y = texDetails.height, tex_z = texDetails.depth;
|
|
|
|
drv.glBindBufferBase(eGL_UNIFORM_BUFFER, 0, DebugData.UBOs[0]);
|
|
|
|
TexDisplayUBOData *ubo =
|
|
(TexDisplayUBOData *)drv.glMapBufferRange(eGL_UNIFORM_BUFFER, 0, sizeof(TexDisplayUBOData),
|
|
GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT);
|
|
|
|
float x = cfg.xOffset;
|
|
float y = cfg.yOffset;
|
|
|
|
ubo->Position.x = x;
|
|
ubo->Position.y = y;
|
|
ubo->Scale = cfg.scale;
|
|
|
|
if(cfg.scale <= 0.0f)
|
|
{
|
|
float xscale = DebugData.outWidth / float(tex_x);
|
|
float yscale = DebugData.outHeight / float(tex_y);
|
|
|
|
ubo->Scale = cfg.scale = RDCMIN(xscale, yscale);
|
|
|
|
if(yscale > xscale)
|
|
{
|
|
ubo->Position.x = 0;
|
|
ubo->Position.y = (DebugData.outHeight - (tex_y * ubo->Scale)) * 0.5f;
|
|
}
|
|
else
|
|
{
|
|
ubo->Position.y = 0;
|
|
ubo->Position.x = (DebugData.outWidth - (tex_x * ubo->Scale)) * 0.5f;
|
|
}
|
|
}
|
|
|
|
ubo->HDRMul = cfg.hdrMultiplier;
|
|
|
|
ubo->FlipY = cfg.flipY ? 1 : 0;
|
|
|
|
if(cfg.rangeMax <= cfg.rangeMin)
|
|
cfg.rangeMax += 0.00001f;
|
|
|
|
if(dsTexMode == eGL_NONE)
|
|
{
|
|
ubo->Channels.x = cfg.red ? 1.0f : 0.0f;
|
|
ubo->Channels.y = cfg.green ? 1.0f : 0.0f;
|
|
ubo->Channels.z = cfg.blue ? 1.0f : 0.0f;
|
|
ubo->Channels.w = cfg.alpha ? 1.0f : 0.0f;
|
|
}
|
|
else
|
|
{
|
|
// Both depth and stencil texture mode use the red channel
|
|
ubo->Channels.x = 1.0f;
|
|
ubo->Channels.y = 0.0f;
|
|
ubo->Channels.z = 0.0f;
|
|
ubo->Channels.w = 0.0f;
|
|
}
|
|
|
|
ubo->RangeMinimum = cfg.rangeMin;
|
|
ubo->InverseRangeSize = 1.0f / (cfg.rangeMax - cfg.rangeMin);
|
|
|
|
TextureSamplerMode mode = TextureSamplerMode::Point;
|
|
|
|
if(cfg.subresource.mip == 0 && cfg.scale < 1.0f && dsTexMode == eGL_NONE &&
|
|
resType != RESTYPE_TEXBUFFER && resType != RESTYPE_TEXRECT && !intTexture)
|
|
{
|
|
mode = TextureSamplerMode::Linear;
|
|
}
|
|
else
|
|
{
|
|
if(resType == RESTYPE_TEXRECT || resType == RESTYPE_TEX2DMS ||
|
|
resType == RESTYPE_TEX2DMSARRAY || resType == RESTYPE_TEXBUFFER)
|
|
mode = TextureSamplerMode::PointNoMip;
|
|
else
|
|
mode = TextureSamplerMode::Point;
|
|
}
|
|
|
|
ubo->MipLevel = (int)cfg.subresource.mip;
|
|
if(texDetails.curType != eGL_TEXTURE_3D)
|
|
{
|
|
uint32_t numSlices = RDCMAX((uint32_t)texDetails.depth, 1U);
|
|
if(texDetails.curType == eGL_TEXTURE_CUBE_MAP)
|
|
numSlices *= 6;
|
|
|
|
if(texDetails.curType == eGL_TEXTURE_1D_ARRAY)
|
|
numSlices = RDCMAX((uint32_t)texDetails.height, 1U);
|
|
|
|
uint32_t sliceFace = RDCCLAMP(cfg.subresource.slice, 0U, numSlices - 1);
|
|
ubo->Slice = (float)sliceFace + 0.001f;
|
|
}
|
|
else
|
|
{
|
|
float slice =
|
|
(float)RDCCLAMP(cfg.subresource.slice, 0U, RDCMAX((uint32_t)texDetails.depth, 1U) - 1);
|
|
|
|
// when sampling linearly, we need to add half a pixel to ensure we only sample the desired
|
|
// slice
|
|
if(mode == TextureSamplerMode::Linear)
|
|
slice += 0.5f;
|
|
else
|
|
slice += 0.001f;
|
|
|
|
ubo->Slice = slice;
|
|
}
|
|
|
|
ubo->OutputDisplayFormat = resType;
|
|
|
|
if(cfg.overlay == DebugOverlay::NaN)
|
|
ubo->OutputDisplayFormat |= TEXDISPLAY_NANS;
|
|
|
|
if(cfg.overlay == DebugOverlay::Clipping)
|
|
ubo->OutputDisplayFormat |= TEXDISPLAY_CLIPPING;
|
|
|
|
if(!IsSRGBFormat(displayFormat) && cfg.linearDisplayAsGamma)
|
|
ubo->OutputDisplayFormat |= TEXDISPLAY_GAMMA_CURVE;
|
|
|
|
ubo->RawOutput = cfg.rawOutput ? 1 : 0;
|
|
|
|
ubo->TextureResolutionPS.x = float(RDCMAX(1, tex_x >> cfg.subresource.mip));
|
|
ubo->TextureResolutionPS.y = float(RDCMAX(1, tex_y >> cfg.subresource.mip));
|
|
ubo->TextureResolutionPS.z = float(RDCMAX(1, tex_z >> cfg.subresource.mip));
|
|
|
|
if(mipShift)
|
|
ubo->MipShift = float(1 << cfg.subresource.mip);
|
|
else
|
|
ubo->MipShift = 1.0f;
|
|
|
|
ubo->OutputRes.x = DebugData.outWidth;
|
|
ubo->OutputRes.y = DebugData.outHeight;
|
|
|
|
ubo->SampleIdx = (int)RDCCLAMP(cfg.subresource.sample, 0U, (uint32_t)texDetails.samples - 1);
|
|
|
|
// hacky resolve
|
|
if(cfg.subresource.sample == ~0U)
|
|
ubo->SampleIdx = -texDetails.samples;
|
|
|
|
ubo->DecodeYUV = 0;
|
|
ubo->YUVDownsampleRate = {};
|
|
ubo->YUVAChannels = {};
|
|
|
|
drv.glUnmapBuffer(eGL_UNIFORM_BUFFER);
|
|
|
|
TextureSamplerState prevSampState = SetSamplerParams(target, texname, mode);
|
|
|
|
HeatmapData heatmapData = {};
|
|
|
|
{
|
|
if(cfg.overlay == DebugOverlay::QuadOverdrawDraw || cfg.overlay == DebugOverlay::QuadOverdrawPass)
|
|
{
|
|
heatmapData.HeatmapMode = HEATMAP_LINEAR;
|
|
}
|
|
else if(cfg.overlay == DebugOverlay::TriangleSizeDraw ||
|
|
cfg.overlay == DebugOverlay::TriangleSizePass)
|
|
{
|
|
heatmapData.HeatmapMode = HEATMAP_TRISIZE;
|
|
}
|
|
|
|
if(heatmapData.HeatmapMode)
|
|
{
|
|
memcpy(heatmapData.ColorRamp, colorRamp, sizeof(colorRamp));
|
|
|
|
RDCCOMPILE_ASSERT(sizeof(heatmapData.ColorRamp) == sizeof(colorRamp),
|
|
"C++ color ramp array is not the same size as the shader array");
|
|
}
|
|
}
|
|
|
|
drv.glBindBufferBase(eGL_UNIFORM_BUFFER, 1, DebugData.UBOs[1]);
|
|
|
|
{
|
|
HeatmapData *ptr = (HeatmapData *)drv.glMapBufferRange(
|
|
eGL_UNIFORM_BUFFER, 0, sizeof(HeatmapData), GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT);
|
|
|
|
memcpy(ptr, &heatmapData, sizeof(heatmapData));
|
|
|
|
drv.glUnmapBuffer(eGL_UNIFORM_BUFFER);
|
|
}
|
|
|
|
if(cfg.rawOutput || !blendAlpha || cfg.customShaderId != ResourceId())
|
|
{
|
|
drv.glDisable(eGL_BLEND);
|
|
}
|
|
else
|
|
{
|
|
drv.glEnable(eGL_BLEND);
|
|
drv.glBlendFunc(eGL_SRC_ALPHA, eGL_ONE_MINUS_SRC_ALPHA);
|
|
}
|
|
|
|
drv.glDisable(eGL_DEPTH_TEST);
|
|
|
|
if(HasExt[EXT_framebuffer_sRGB])
|
|
drv.glEnable(eGL_FRAMEBUFFER_SRGB);
|
|
|
|
drv.glBindVertexArray(DebugData.emptyVAO);
|
|
drv.glDrawArrays(eGL_TRIANGLE_STRIP, 0, 4);
|
|
|
|
if(baseLevel[0] >= 0)
|
|
drv.glTextureParameterivEXT(texname, target, eGL_TEXTURE_BASE_LEVEL, baseLevel);
|
|
|
|
if(maxlevel[0] >= 0)
|
|
drv.glTextureParameterivEXT(texname, target, eGL_TEXTURE_MAX_LEVEL, maxlevel);
|
|
|
|
RestoreSamplerParams(target, texname, prevSampState);
|
|
|
|
if(customProgram)
|
|
{
|
|
drv.glUseProgram(0);
|
|
drv.glDeleteProgram(customProgram);
|
|
}
|
|
|
|
if(dsTexMode != eGL_NONE && HasExt[ARB_stencil_texturing])
|
|
drv.glTextureParameteriEXT(texname, target, eGL_DEPTH_STENCIL_TEXTURE_MODE, origDSTexMode);
|
|
|
|
if(castTexture)
|
|
drv.glDeleteTextures(1, &castTexture);
|
|
|
|
return true;
|
|
}
|