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renderdoc/renderdoc/driver/gl/gl_debug.cpp
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/******************************************************************************
* 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_replay.h"
#include "gl_driver.h"
#include "gl_resources.h"
#include "maths/matrix.h"
#include "maths/camera.h"
#include "common/string_utils.h"
GLuint GLReplay::CreateShaderProgram(const char *vsSrc, const char *psSrc)
{
if(m_pDriver == NULL) return 0;
MakeCurrentReplayContext(m_DebugCtx);
WrappedOpenGL &gl = *m_pDriver;
GLuint vs = gl.glCreateShader(eGL_VERTEX_SHADER);
GLuint fs = gl.glCreateShader(eGL_FRAGMENT_SHADER);
const char *src = vsSrc;
gl.glShaderSource(vs, 1, &src, NULL);
src = psSrc;
gl.glShaderSource(fs, 1, &src, NULL);
gl.glCompileShader(vs);
gl.glCompileShader(fs);
char buffer[4096];
GLint status = 0;
gl.glGetShaderiv(vs, eGL_COMPILE_STATUS, &status);
if(status == 0)
{
gl.glGetShaderInfoLog(vs, 4096, NULL, buffer);
RDCERR("Shader error: %hs", buffer);
}
gl.glGetShaderiv(fs, eGL_COMPILE_STATUS, &status);
if(status == 0)
{
gl.glGetShaderInfoLog(fs, 4096, NULL, buffer);
RDCERR("Shader error: %hs", buffer);
}
GLuint ret = gl.glCreateProgram();
gl.glAttachShader(ret, vs);
gl.glAttachShader(ret, fs);
gl.glLinkProgram(ret);
gl.glDeleteShader(vs);
gl.glDeleteShader(fs);
return ret;
}
void GLReplay::InitDebugData()
{
if(m_pDriver == NULL) return;
{
uint64_t id = MakeOutputWindow(NULL, true);
m_DebugCtx = &m_OutputWindows[id];
}
DebugData.outWidth = 0.0f; DebugData.outHeight = 0.0f;
DebugData.blitvsSource = GetEmbeddedResource(blit_vert);
DebugData.blitfsSource = GetEmbeddedResource(blit_frag);
DebugData.blitProg = CreateShaderProgram(DebugData.blitvsSource.c_str(), DebugData.blitfsSource.c_str());
string texfs = GetEmbeddedResource(texdisplay_frag);
DebugData.texDisplayProg = CreateShaderProgram(DebugData.blitvsSource.c_str(), texfs.c_str());
string checkerfs = GetEmbeddedResource(checkerboard_frag);
DebugData.checkerProg = CreateShaderProgram(DebugData.blitvsSource.c_str(), checkerfs.c_str());
DebugData.genericvsSource = GetEmbeddedResource(generic_vert);
DebugData.genericfsSource = GetEmbeddedResource(generic_frag);
DebugData.genericProg = CreateShaderProgram(DebugData.genericvsSource.c_str(), DebugData.genericfsSource.c_str());
string meshvs = GetEmbeddedResource(mesh_vert);
DebugData.meshProg = CreateShaderProgram(meshvs.c_str(), DebugData.genericfsSource.c_str());
WrappedOpenGL &gl = *m_pDriver;
{
float data[] = {
0.0f, -1.0f, 0.0f, 1.0f,
1.0f, -1.0f, 0.0f, 1.0f,
1.0f, 0.0f, 0.0f, 1.0f,
0.0f, 0.0f, 0.0f, 1.0f,
};
gl.glGenBuffers(1, &DebugData.outlineStripVB);
gl.glBindBuffer(eGL_ARRAY_BUFFER, DebugData.outlineStripVB);
gl.glBufferData(eGL_ARRAY_BUFFER, sizeof(data), data, eGL_STATIC_DRAW);
gl.glGenVertexArrays(1, &DebugData.outlineStripVAO);
gl.glBindVertexArray(DebugData.outlineStripVAO);
gl.glVertexAttribPointer(0, 4, eGL_FLOAT, false, 0, (const void *)0);
gl.glEnableVertexAttribArray(0);
}
gl.glGenSamplers(1, &DebugData.linearSampler);
gl.glSamplerParameteri(DebugData.linearSampler, eGL_TEXTURE_MIN_FILTER, eGL_LINEAR_MIPMAP_NEAREST);
gl.glSamplerParameteri(DebugData.linearSampler, eGL_TEXTURE_MAG_FILTER, eGL_LINEAR);
gl.glSamplerParameteri(DebugData.linearSampler, eGL_TEXTURE_WRAP_S, eGL_CLAMP_TO_EDGE);
gl.glSamplerParameteri(DebugData.linearSampler, eGL_TEXTURE_WRAP_T, eGL_CLAMP_TO_EDGE);
gl.glGenSamplers(1, &DebugData.pointSampler);
gl.glSamplerParameteri(DebugData.pointSampler, eGL_TEXTURE_MIN_FILTER, eGL_NEAREST_MIPMAP_NEAREST);
gl.glSamplerParameteri(DebugData.pointSampler, eGL_TEXTURE_MAG_FILTER, eGL_NEAREST);
gl.glSamplerParameteri(DebugData.pointSampler, eGL_TEXTURE_WRAP_S, eGL_CLAMP_TO_EDGE);
gl.glSamplerParameteri(DebugData.pointSampler, eGL_TEXTURE_WRAP_T, eGL_CLAMP_TO_EDGE);
gl.glGenBuffers(ARRAY_COUNT(DebugData.UBOs), DebugData.UBOs);
for(size_t i=0; i < ARRAY_COUNT(DebugData.UBOs); i++)
{
gl.glBindBuffer(eGL_UNIFORM_BUFFER, DebugData.UBOs[i]);
gl.glBufferData(eGL_UNIFORM_BUFFER, DebugData.UBOSize, NULL, eGL_DYNAMIC_DRAW);
}
DebugData.overlayTexWidth = DebugData.overlayTexHeight = 0;
DebugData.overlayTex = DebugData.overlayFBO = 0;
gl.glGenFramebuffers(1, &DebugData.pickPixelFBO);
gl.glBindFramebuffer(eGL_FRAMEBUFFER, DebugData.pickPixelFBO);
gl.glGenTextures(1, &DebugData.pickPixelTex);
gl.glBindTexture(eGL_TEXTURE_2D, DebugData.pickPixelTex);
gl.glTexStorage2D(eGL_TEXTURE_2D, 1, eGL_RGBA32F, 1, 1);
gl.glTexParameteri(eGL_TEXTURE_2D, eGL_TEXTURE_MIN_FILTER, eGL_NEAREST);
gl.glTexParameteri(eGL_TEXTURE_2D, eGL_TEXTURE_MAG_FILTER, eGL_NEAREST);
gl.glTexParameteri(eGL_TEXTURE_2D, eGL_TEXTURE_WRAP_S, eGL_CLAMP_TO_EDGE);
gl.glTexParameteri(eGL_TEXTURE_2D, eGL_TEXTURE_WRAP_T, eGL_CLAMP_TO_EDGE);
gl.glFramebufferTexture(eGL_FRAMEBUFFER, eGL_COLOR_ATTACHMENT0, DebugData.pickPixelTex, 0);
gl.glGenVertexArrays(1, &DebugData.emptyVAO);
gl.glBindVertexArray(DebugData.emptyVAO);
MakeCurrentReplayContext(&m_ReplayCtx);
gl.glGenVertexArrays(1, &DebugData.meshVAO);
gl.glBindVertexArray(DebugData.meshVAO);
}
void GLReplay::PickPixel(ResourceId texture, uint32_t x, uint32_t y, uint32_t sliceFace, uint32_t mip, float pixel[4])
{
WrappedOpenGL &gl = *m_pDriver;
MakeCurrentReplayContext(m_DebugCtx);
gl.glBindFramebuffer(eGL_FRAMEBUFFER, DebugData.pickPixelFBO);
gl.glBindFramebuffer(eGL_READ_FRAMEBUFFER, DebugData.pickPixelFBO);
pixel[0] = pixel[1] = pixel[2] = pixel[3] = 0.0f;
gl.glClearBufferfv(eGL_COLOR, 0, pixel);
DebugData.outWidth = DebugData.outHeight = 1.0f;
gl.glViewport(0, 0, 1, 1);
{
TextureDisplay texDisplay;
texDisplay.Red = texDisplay.Green = texDisplay.Blue = texDisplay.Alpha = true;
texDisplay.HDRMul = -1.0f;
texDisplay.mip = mip;
texDisplay.CustomShader = ResourceId();
texDisplay.sliceFace = sliceFace;
texDisplay.rangemin = 0.0f;
texDisplay.rangemax = 1.0f;
texDisplay.scale = 1.0f;
texDisplay.texid = texture;
texDisplay.rawoutput = true;
texDisplay.offx = -float(x);
texDisplay.offy = -float(y);
RenderTexture(texDisplay);
}
gl.glReadPixels(0, 0, 1, 1, eGL_RGBA, eGL_FLOAT, (void *)pixel);
}
bool GLReplay::RenderTexture(TextureDisplay cfg)
{
MakeCurrentReplayContext(m_DebugCtx);
WrappedOpenGL &gl = *m_pDriver;
gl.glUseProgram(DebugData.texDisplayProg);
auto &texDetails = m_pDriver->m_Textures[cfg.texid];
gl.glActiveTexture(eGL_TEXTURE0);
gl.glBindTexture(eGL_TEXTURE_2D, texDetails.resource.name);
if(cfg.mip == 0 && cfg.scale < 1.0f)
gl.glBindSampler(0, DebugData.linearSampler);
else
gl.glBindSampler(0, DebugData.pointSampler);
GLint tex_x = texDetails.width, tex_y = texDetails.height, tex_z = texDetails.depth;
gl.glBindBufferBase(eGL_UNIFORM_BUFFER, 0, DebugData.UBOs[0]);
struct uboData
{
Vec2f Position;
float Scale;
float HDRMul;
Vec4f Channels;
float RangeMinimum;
float InverseRangeSize;
float MipLevel;
float dummy2;
Vec3f TextureResolutionPS;
int OutputDisplayFormat;
Vec2f OutputRes;
int RawOutput;
float Slice;
};
uboData *ubo = (uboData *)gl.glMapBufferRange(eGL_UNIFORM_BUFFER, 0, sizeof(uboData), GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT);
RDCCOMPILE_ASSERT(sizeof(uboData) <= DebugData.UBOSize, "UBO data is too big");
float x = cfg.offx;
float y = cfg.offy;
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 = 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.HDRMul;
if(cfg.rangemax <= cfg.rangemin) cfg.rangemax += 0.00001f;
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;
ubo->RangeMinimum = cfg.rangemin;
ubo->InverseRangeSize = 1.0f/(cfg.rangemax-cfg.rangemin);
ubo->MipLevel = (float)cfg.mip;
ubo->OutputDisplayFormat = 0x2; // 2d. Unused for now
ubo->RawOutput = cfg.rawoutput ? 1 : 0;
ubo->TextureResolutionPS.x = float(tex_x);
ubo->TextureResolutionPS.y = float(tex_y);
ubo->TextureResolutionPS.z = float(tex_z);
ubo->OutputRes.x = DebugData.outWidth;
ubo->OutputRes.y = DebugData.outHeight;
gl.glUnmapBuffer(eGL_UNIFORM_BUFFER);
if(cfg.rawoutput)
{
gl.glDisable(eGL_BLEND);
}
else
{
gl.glEnable(eGL_BLEND);
gl.glBlendFunc(eGL_SRC_ALPHA, eGL_ONE_MINUS_SRC_ALPHA);
}
gl.glBindVertexArray(DebugData.emptyVAO);
gl.glDrawArrays(eGL_TRIANGLE_STRIP, 0, 4);
gl.glBindSampler(0, 0);
return true;
}
void GLReplay::RenderCheckerboard(Vec3f light, Vec3f dark)
{
MakeCurrentReplayContext(m_DebugCtx);
WrappedOpenGL &gl = *m_pDriver;
gl.glUseProgram(DebugData.checkerProg);
gl.glBindBufferBase(eGL_UNIFORM_BUFFER, 0, DebugData.UBOs[0]);
Vec4f *ubo = (Vec4f *)gl.glMapBufferRange(eGL_UNIFORM_BUFFER, 0, sizeof(Vec4f)*2, GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT);
ubo[0] = Vec4f(light.x, light.y, light.z, 1.0f);
ubo[1] = Vec4f(dark.x, dark.y, dark.z, 1.0f);
gl.glUnmapBuffer(eGL_UNIFORM_BUFFER);
gl.glBindVertexArray(DebugData.emptyVAO);
gl.glDrawArrays(eGL_TRIANGLE_STRIP, 0, 4);
}
void GLReplay::RenderHighlightBox(float w, float h, float scale)
{
MakeCurrentReplayContext(m_DebugCtx);
const float xpixdim = 2.0f/w;
const float ypixdim = 2.0f/h;
const float xdim = scale*xpixdim;
const float ydim = scale*ypixdim;
WrappedOpenGL &gl = *m_pDriver;
gl.glUseProgram(DebugData.genericProg);
GLint offsetLoc = gl.glGetUniformLocation(DebugData.genericProg, "RENDERDOC_GenericVS_Offset");
GLint scaleLoc = gl.glGetUniformLocation(DebugData.genericProg, "RENDERDOC_GenericVS_Scale");
GLint colLoc = gl.glGetUniformLocation(DebugData.genericProg, "RENDERDOC_GenericFS_Color");
Vec4f offsetVal(0.0f, 0.0f, 0.0f, 0.0f);
Vec4f scaleVal(xdim, ydim, 1.0f, 1.0f);
Vec4f colVal(1.0f, 1.0f, 1.0f, 1.0f);
gl.glUniform4fv(offsetLoc, 1, &offsetVal.x);
gl.glUniform4fv(scaleLoc, 1, &scaleVal.x);
gl.glUniform4fv(colLoc, 1, &colVal.x);
gl.glBindVertexArray(DebugData.outlineStripVAO);
gl.glDrawArrays(eGL_LINE_LOOP, 0, 4);
offsetVal = Vec4f(-xpixdim, ypixdim, 0.0f, 0.0f);
scaleVal = Vec4f(xdim+xpixdim*2, ydim+ypixdim*2, 1.0f, 1.0f);
colVal = Vec4f(0.0f, 0.0f, 0.0f, 1.0f);
gl.glUniform4fv(offsetLoc, 1, &offsetVal.x);
gl.glUniform4fv(scaleLoc, 1, &scaleVal.x);
gl.glUniform4fv(colLoc, 1, &colVal.x);
gl.glBindVertexArray(DebugData.outlineStripVAO);
gl.glDrawArrays(eGL_LINE_LOOP, 0, 4);
}
ResourceId GLReplay::RenderOverlay(ResourceId texid, TextureDisplayOverlay overlay, uint32_t frameID, uint32_t eventID)
{
WrappedOpenGL &gl = *m_pDriver;
MakeCurrentReplayContext(&m_ReplayCtx);
GLuint curProg = 0;
gl.glGetIntegerv(eGL_CURRENT_PROGRAM, (GLint*)&curProg);
GLuint curDrawFBO = 0;
GLuint curReadFBO = 0;
gl.glGetIntegerv(eGL_DRAW_FRAMEBUFFER_BINDING, (GLint*)&curDrawFBO);
gl.glGetIntegerv(eGL_DRAW_FRAMEBUFFER_BINDING, (GLint*)&curReadFBO);
auto &progDetails = m_pDriver->m_Programs[m_pDriver->GetResourceManager()->GetID(ProgramRes(curProg))];
if(progDetails.colOutProg == 0)
{
progDetails.colOutProg = gl.glCreateProgram();
GLuint shad = gl.glCreateShader(eGL_FRAGMENT_SHADER);
const char *src = DebugData.genericfsSource.c_str();
gl.glShaderSource(shad, 1, &src, NULL);
gl.glCompileShader(shad);
gl.glAttachShader(progDetails.colOutProg, shad);
gl.glDeleteShader(shad);
for(size_t i=0; i < progDetails.shaders.size(); i++)
{
const auto &shadDetails = m_pDriver->m_Shaders[progDetails.shaders[i]];
if(shadDetails.type != eGL_FRAGMENT_SHADER)
{
shad = gl.glCreateShader(shadDetails.type);
for(size_t s=0; s < shadDetails.sources.size(); s++)
{
src = shadDetails.sources[s].c_str();
gl.glShaderSource(shad, 1, &src, NULL);
}
gl.glCompileShader(shad);
gl.glAttachShader(progDetails.colOutProg, shad);
gl.glDeleteShader(shad);
}
}
gl.glLinkProgram(progDetails.colOutProg);
}
auto &texDetails = m_pDriver->m_Textures[texid];
if(DebugData.overlayTexWidth != texDetails.width || DebugData.overlayTexHeight != texDetails.height)
{
if(DebugData.overlayFBO)
{
gl.glDeleteFramebuffers(1, &DebugData.overlayFBO);
gl.glDeleteTextures(1, &DebugData.overlayTex);
}
gl.glGenFramebuffers(1, &DebugData.overlayFBO);
gl.glBindFramebuffer(eGL_FRAMEBUFFER, DebugData.overlayFBO);
GLuint curTex = 0;
gl.glGetIntegerv(eGL_TEXTURE_BINDING_2D, (GLint*)&curTex);
gl.glGenTextures(1, &DebugData.overlayTex);
gl.glBindTexture(eGL_TEXTURE_2D, DebugData.overlayTex);
DebugData.overlayTexWidth = texDetails.width;
DebugData.overlayTexHeight = texDetails.height;
gl.glTexStorage2D(eGL_TEXTURE_2D, 1, eGL_RGBA8, texDetails.width, texDetails.height);
gl.glTexParameteri(eGL_TEXTURE_2D, eGL_TEXTURE_MIN_FILTER, eGL_NEAREST);
gl.glTexParameteri(eGL_TEXTURE_2D, eGL_TEXTURE_MAG_FILTER, eGL_NEAREST);
gl.glTexParameteri(eGL_TEXTURE_2D, eGL_TEXTURE_WRAP_S, eGL_CLAMP_TO_EDGE);
gl.glTexParameteri(eGL_TEXTURE_2D, eGL_TEXTURE_WRAP_T, eGL_CLAMP_TO_EDGE);
gl.glFramebufferTexture(eGL_FRAMEBUFFER, eGL_COLOR_ATTACHMENT0, DebugData.overlayTex, 0);
gl.glBindTexture(eGL_TEXTURE_2D, curTex);
}
gl.glBindFramebuffer(eGL_FRAMEBUFFER, DebugData.overlayFBO);
if(overlay == eTexOverlay_NaN || overlay == eTexOverlay_Clipping)
{
// just need the basic texture
float black[] = { 0.0f, 0.0f, 0.0f, 0.0f };
gl.glClearBufferfv(eGL_COLOR, 0, black);
}
else if(overlay == eTexOverlay_Drawcall)
{
gl.glUseProgram(progDetails.colOutProg);
{
// copy across uniforms
GLint numUniforms = 0;
gl.glGetProgramiv(curProg, eGL_ACTIVE_UNIFORMS, &numUniforms);
for(GLint i=0; i < numUniforms; i++)
{
char uniName[1024] = {};
GLint uniSize = 0;
GLenum uniType = eGL_UNKNOWN_ENUM;
gl.glGetActiveUniform(curProg, i, 1024, NULL, &uniSize, &uniType, uniName);
GLint origloc = gl.glGetUniformLocation(curProg, uniName);
GLint newloc = gl.glGetUniformLocation(progDetails.colOutProg, uniName);
double dv[16];
float *fv = (float *)dv;
if(uniSize > 1)
{
RDCERR("Array elements beyond [0] not being copied to new program");
}
if(origloc != -1 && newloc != -1)
{
if(uniType == eGL_FLOAT_MAT4)
{
gl.glGetUniformfv(curProg, origloc, fv);
gl.glUniformMatrix4fv(newloc, 1, false, fv);
}
else if(uniType == eGL_FLOAT_VEC3)
{
gl.glGetUniformfv(curProg, origloc, fv);
gl.glUniform3fv(newloc, 1, fv);
}
else if(uniType == eGL_FLOAT_VEC4)
{
gl.glGetUniformfv(curProg, origloc, fv);
gl.glUniform4fv(newloc, 1, fv);
}
else
{
RDCERR("Uniform type '%s' not being copied to new program", ToStr::Get(uniType).c_str());
}
}
}
}
float black[] = { 0.0f, 0.0f, 0.0f, 0.5f };
gl.glClearBufferfv(eGL_COLOR, 0, black);
GLint colLoc = gl.glGetUniformLocation(progDetails.colOutProg, "RENDERDOC_GenericFS_Color");
float colVal[] = { 0.8f, 0.1f, 0.8f, 1.0f };
gl.glUniform4fv(colLoc, 1, colVal);
ReplayLog(frameID, 0, eventID, eReplay_OnlyDraw);
gl.glUseProgram(curProg);
}
else if(overlay == eTexOverlay_Wireframe)
{
gl.glUseProgram(progDetails.colOutProg);
{
// copy across uniforms
GLint numUniforms = 0;
gl.glGetProgramiv(curProg, eGL_ACTIVE_UNIFORMS, &numUniforms);
for(GLint i=0; i < numUniforms; i++)
{
char uniName[1024] = {};
GLint uniSize = 0;
GLenum uniType = eGL_UNKNOWN_ENUM;
gl.glGetActiveUniform(curProg, i, 1024, NULL, &uniSize, &uniType, uniName);
GLint origloc = gl.glGetUniformLocation(curProg, uniName);
GLint newloc = gl.glGetUniformLocation(progDetails.colOutProg, uniName);
double dv[16];
float *fv = (float *)dv;
if(uniSize > 1)
{
RDCERR("Array elements beyond [0] not being copied to new program");
}
if(origloc != -1 && newloc != -1)
{
if(uniType == eGL_FLOAT_MAT4)
{
gl.glGetUniformfv(curProg, origloc, fv);
gl.glUniformMatrix4fv(newloc, 1, false, fv);
}
else if(uniType == eGL_FLOAT_VEC3)
{
gl.glGetUniformfv(curProg, origloc, fv);
gl.glUniform3fv(newloc, 1, fv);
}
else if(uniType == eGL_FLOAT_VEC4)
{
gl.glGetUniformfv(curProg, origloc, fv);
gl.glUniform4fv(newloc, 1, fv);
}
else
{
RDCERR("Uniform type '%s' not being copied to new program", ToStr::Get(uniType).c_str());
}
}
}
}
float wireCol[] = { 200.0f/255.0f, 255.0f/255.0f, 0.0f/255.0f, 0.0f };
gl.glClearBufferfv(eGL_COLOR, 0, wireCol);
GLint colLoc = gl.glGetUniformLocation(progDetails.colOutProg, "RENDERDOC_GenericFS_Color");
wireCol[3] = 1.0f;
gl.glUniform4fv(colLoc, 1, wireCol);
GLint depthTest = GL_FALSE;
gl.glGetIntegerv(eGL_DEPTH_TEST, (GLint*)&depthTest);
GLenum polyMode = eGL_FILL;
gl.glGetIntegerv(eGL_POLYGON_MODE, (GLint*)&polyMode);
gl.glDisable(eGL_DEPTH_TEST);
gl.glPolygonMode(eGL_FRONT_AND_BACK, eGL_LINE);
ReplayLog(frameID, 0, eventID, eReplay_OnlyDraw);
if(depthTest)
gl.glEnable(eGL_DEPTH_TEST);
if(polyMode != eGL_LINE)
gl.glPolygonMode(eGL_FRONT_AND_BACK, polyMode);
gl.glUseProgram(curProg);
}
gl.glBindFramebuffer(eGL_DRAW_FRAMEBUFFER, curDrawFBO);
gl.glBindFramebuffer(eGL_READ_FRAMEBUFFER, curReadFBO);
return m_pDriver->GetResourceManager()->GetID(TextureRes(DebugData.overlayTex));
}
void GLReplay::RenderMesh(int frameID, vector<int> eventID, MeshDisplay cfg)
{
WrappedOpenGL &gl = *m_pDriver;
MakeCurrentReplayContext(m_DebugCtx);
GLuint curFBO = 0;
gl.glGetIntegerv(eGL_FRAMEBUFFER_BINDING, (GLint*)&curFBO);
OutputWindow *outw = NULL;
for(auto it = m_OutputWindows.begin(); it != m_OutputWindows.end(); ++it)
{
if(it->second.BlitData.windowFBO == curFBO)
{
outw = &it->second;
break;
}
}
if(!outw) return;
const auto &attr = m_CurPipelineState.m_VtxIn.attributes[0];
const auto &vb = m_CurPipelineState.m_VtxIn.vbuffers[attr.BufferSlot];
if(vb.Buffer == ResourceId())
return;
MakeCurrentReplayContext(&m_ReplayCtx);
GLint viewport[4];
gl.glGetIntegerv(eGL_VIEWPORT, viewport);
gl.glGetIntegerv(eGL_FRAMEBUFFER_BINDING, (GLint*)&curFBO);
if(outw->BlitData.replayFBO == 0)
{
gl.glGenFramebuffers(1, &outw->BlitData.replayFBO);
gl.glBindFramebuffer(eGL_FRAMEBUFFER, outw->BlitData.replayFBO);
gl.glFramebufferTexture(eGL_FRAMEBUFFER, eGL_COLOR_ATTACHMENT0, outw->BlitData.backbuffer, 0);
}
else
{
gl.glBindFramebuffer(eGL_FRAMEBUFFER, outw->BlitData.replayFBO);
}
gl.glViewport(0, 0, (GLsizei)DebugData.outWidth, (GLsizei)DebugData.outHeight);
GLuint curProg = 0;
gl.glGetIntegerv(eGL_CURRENT_PROGRAM, (GLint*)&curProg);
gl.glUseProgram(DebugData.meshProg);
float wireCol[] = { 0.0f, 0.0f, 0.0f, 1.0f };
GLint colLoc = gl.glGetUniformLocation(DebugData.meshProg, "RENDERDOC_GenericFS_Color");
gl.glUniform4fv(colLoc, 1, wireCol);
Matrix4f projMat = Matrix4f::Perspective(90.0f, 0.1f, 100000.0f, DebugData.outWidth/DebugData.outHeight);
Camera cam;
if(cfg.arcballCamera)
cam.Arcball(cfg.cameraPos.x, Vec3f(cfg.cameraRot.x, cfg.cameraRot.y, cfg.cameraRot.z));
else
cam.fpsLook(Vec3f(cfg.cameraPos.x, cfg.cameraPos.y, cfg.cameraPos.z), Vec3f(cfg.cameraRot.x, cfg.cameraRot.y, cfg.cameraRot.z));
Matrix4f camMat = cam.GetMatrix();
Matrix4f ModelViewProj = projMat.Mul(camMat);
GLint mvpLoc = gl.glGetUniformLocation(DebugData.meshProg, "ModelViewProj");
gl.glUniformMatrix4fv(mvpLoc, 1, GL_FALSE, ModelViewProj.Data());
GLuint curVAO = 0;
gl.glGetIntegerv(eGL_VERTEX_ARRAY_BINDING, (GLint*)&curVAO);
GLuint curArr = 0;
gl.glGetIntegerv(eGL_ARRAY_BUFFER_BINDING, (GLint*)&curArr);
gl.glBindVertexArray(DebugData.meshVAO);
// TODO: we should probably use glBindVertexBuffer, glVertexAttribFormat, glVertexAttribBinding.
// For now just assume things about the format and vbuffer.
RDCASSERT(attr.Format.compType == eCompType_Float && attr.Format.compByteWidth == 4);
gl.glBindBuffer(eGL_ARRAY_BUFFER, m_pDriver->GetResourceManager()->GetLiveResource(vb.Buffer).name);
gl.glVertexAttribPointer(0, attr.Format.compCount, eGL_FLOAT, GL_FALSE, 0, (void *)intptr_t(vb.Offset + attr.RelativeOffset));
gl.glEnableVertexAttribArray(0);
{
GLint depthTest = GL_FALSE;
gl.glGetIntegerv(eGL_DEPTH_TEST, (GLint*)&depthTest);
GLenum polyMode = eGL_FILL;
gl.glGetIntegerv(eGL_POLYGON_MODE, (GLint*)&polyMode);
gl.glDisable(eGL_DEPTH_TEST);
gl.glPolygonMode(eGL_FRONT_AND_BACK, eGL_LINE);
ReplayLog(frameID, 0, eventID[0], eReplay_OnlyDraw);
if(depthTest)
gl.glEnable(eGL_DEPTH_TEST);
if(polyMode != eGL_LINE)
gl.glPolygonMode(eGL_FRONT_AND_BACK, polyMode);
}
gl.glBindVertexArray(curVAO);
gl.glBindBuffer(eGL_ARRAY_BUFFER, curArr);
gl.glUseProgram(curProg);
gl.glViewport(viewport[0], viewport[1], (GLsizei)viewport[2], (GLsizei)viewport[3]);
gl.glBindFramebuffer(eGL_FRAMEBUFFER, curFBO);
}