Files
renderdoc/renderdoc/driver/gl/gl_manager.cpp
T
baldurk 5ad5a0af49 Potentially overestimate compressed image size to avoid crashes
* I need to investigate this more. It seems that on AMD the compressed
  image size returned is the size of the whole cubemap, and then you get
  each face one-by-one. On nVidia the compressed image size is the size of
  one face, so dividing by 6 gives too little space.
* I don't know which one is standard correct, but that kind of doesn't
  matter since I probably need to query the size for maybe a 1x1 cubemap
  or a known dimension & compression format (like BC1 1 byte per pixel).
2014-11-27 19:52:26 +00:00

878 lines
28 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 "driver/gl/gl_manager.h"
#include "driver/gl/gl_driver.h"
struct VertexAttribInitialData
{
VertexAttribInitialData()
{
RDCEraseEl(*this);
}
uint32_t enabled;
uint32_t vbslot;
uint32_t offset;
GLenum type;
int32_t normalized;
uint32_t integer;
uint32_t size;
};
struct VertexBufferInitialData
{
VertexBufferInitialData()
{
RDCEraseEl(*this);
}
ResourceId Buffer;
uint64_t Stride;
uint64_t Offset;
uint32_t Divisor;
};
struct VAOInitialData
{
VertexAttribInitialData VertexAttribs[16];
VertexBufferInitialData VertexBuffers[16];
};
template<>
void Serialiser::Serialise(const char *name, VertexAttribInitialData &el)
{
ScopedContext scope(this, this, name, "VertexArrayInitialData", 0, true);
Serialise("enabled", el.enabled);
Serialise("vbslot", el.vbslot);
Serialise("offset", el.offset);
Serialise("type", el.type);
Serialise("normalized", el.normalized);
Serialise("integer", el.integer);
Serialise("size", el.size);
}
template<>
void Serialiser::Serialise(const char *name, VertexBufferInitialData &el)
{
ScopedContext scope(this, this, name, "VertexBufferInitialData", 0, true);
Serialise("Buffer", el.Buffer);
Serialise("Stride", el.Stride);
Serialise("Offset", el.Offset);
Serialise("Divisor", el.Divisor);
}
struct TextureStateInitialData
{
TextureStateInitialData()
{
RDCEraseEl(*this);
}
int32_t baseLevel, maxLevel;
float minLod, maxLod;
GLenum depthMode;
GLenum compareFunc, compareMode;
GLenum minFilter, magFilter;
GLenum swizzle[4];
GLenum wrap[3];
float border[4];
float lodBias;
};
template<>
void Serialiser::Serialise(const char *name, TextureStateInitialData &el)
{
ScopedContext scope(this, this, name, "TextureStateInitialData", 0, true);
Serialise("baseLevel", el.baseLevel);
Serialise("maxLevel", el.maxLevel);
Serialise("minLod", el.minLod);
Serialise("maxLod", el.maxLod);
Serialise("depthMode", el.depthMode);
Serialise("compareFunc", el.compareFunc);
Serialise("compareMode", el.compareMode);
Serialise("minFilter", el.minFilter);
Serialise("magFilter", el.magFilter);
Serialise<4>("swizzle", el.swizzle);
Serialise<3>("wrap", el.wrap);
Serialise<4>("border", el.border);
Serialise("lodBias", el.lodBias);
}
bool GLResourceManager::SerialisableResource(ResourceId id, GLResourceRecord *record)
{
if(id == m_GL->GetContextResourceID())
return false;
return true;
}
bool GLResourceManager::Need_InitialStateChunk(GLResource res)
{
return res.Namespace != eResBuffer;
}
bool GLResourceManager::Prepare_InitialState(GLResource res)
{
ResourceId Id = GetID(res);
const GLHookSet &gl = m_GL->m_Real;
if(res.Namespace == eResBuffer)
{
GLResourceRecord *record = GetResourceRecord(res);
// TODO copy this to an immutable buffer elsewhere and SetInitialContents() it.
// then only do the readback in Serialise_InitialState
GLint length;
gl.glGetNamedBufferParameterivEXT(res.name, eGL_BUFFER_SIZE, &length);
gl.glGetNamedBufferSubDataEXT(res.name, 0, length, record->GetDataPtr());
}
else if(res.Namespace == eResProgram)
{
ScopedContext scope(m_pSerialiser, NULL, "Initial Contents", "Initial Contents", INITIAL_CONTENTS, false);
m_pSerialiser->Serialise("Id", Id);
SerialiseProgramUniforms(gl, m_pSerialiser, res.name, true);
SetInitialChunk(Id, scope.Get());
}
else if(res.Namespace == eResTexture)
{
WrappedOpenGL::TextureData &details = m_GL->m_Textures[Id];
GLenum binding = TextureBinding(details.curType);
GLuint oldtex = 0;
gl.glGetIntegerv(binding, (GLint *)&oldtex);
GLuint tex;
gl.glGenTextures(1, &tex);
gl.glBindTexture(details.curType, res.name);
int depth = details.depth;
if(details.curType != eGL_TEXTURE_3D) depth = 1;
int mips = 0;
GLint isComp = 0;
GLenum queryType = details.curType;
if(queryType == eGL_TEXTURE_CUBE_MAP || queryType == eGL_TEXTURE_CUBE_MAP_ARRAY)
queryType = eGL_TEXTURE_CUBE_MAP_POSITIVE_X;
gl.glGetTexLevelParameteriv(queryType, 0, eGL_TEXTURE_COMPRESSED, &isComp);
GLint immut = 0;
gl.glGetTexParameteriv(details.curType, eGL_TEXTURE_IMMUTABLE_FORMAT, &immut);
if(immut)
{
gl.glGetTexParameteriv(details.curType, eGL_TEXTURE_IMMUTABLE_LEVELS, (GLint *)&mips);
}
else
{
gl.glGetTexParameteriv(details.curType, eGL_TEXTURE_MAX_LEVEL, (GLint *)&mips);
mips++;
}
gl.glBindTexture(details.curType, tex);
// create texture of identical format/size to store initial contents
if(details.curType == eGL_TEXTURE_2D_MULTISAMPLE)
{
gl.glTextureStorage2DMultisampleEXT(tex, details.curType, details.samples, details.internalFormat, details.width, details.height, GL_TRUE);
mips = 1;
}
else if(details.curType == eGL_TEXTURE_2D_MULTISAMPLE_ARRAY)
{
gl.glTextureStorage3DMultisampleEXT(tex, details.curType, details.samples, details.internalFormat, details.width, details.height, details.depth, GL_TRUE);
mips = 1;
}
else if(details.dimension == 1)
{
gl.glTextureStorage1DEXT(tex, details.curType, mips, details.internalFormat, details.width);
}
else if(details.dimension == 2)
{
gl.glTextureStorage2DEXT(tex, details.curType, mips, details.internalFormat, details.width, details.height);
}
else if(details.dimension == 3)
{
gl.glTextureStorage3DEXT(tex, details.curType, mips, details.internalFormat, details.width, details.height, details.depth);
}
// copy over mips
for(int i=0; i < mips; i++)
{
int w = RDCMAX(details.width>>i, 1);
int h = RDCMAX(details.height>>i, 1);
int d = RDCMAX(details.depth>>i, 1);
if(details.curType == eGL_TEXTURE_CUBE_MAP)
d *= 6;
gl.glCopyImageSubData(res.name, details.curType, i, 0, 0, 0, tex, details.curType, i, 0, 0, 0, w, h, d);
}
TextureStateInitialData *state = (TextureStateInitialData *)Serialiser::AllocAlignedBuffer(sizeof(TextureStateInitialData));
RDCEraseMem(state, sizeof(TextureStateInitialData));
{
gl.glGetTextureParameterivEXT(res.name, details.curType, eGL_DEPTH_STENCIL_TEXTURE_MODE, (GLint *)&state->depthMode);
gl.glGetTextureParameterivEXT(res.name, details.curType, eGL_TEXTURE_BASE_LEVEL, (GLint *)&state->baseLevel);
gl.glGetTextureParameterivEXT(res.name, details.curType, eGL_TEXTURE_MAX_LEVEL, (GLint *)&state->maxLevel);
gl.glGetTextureParameterivEXT(res.name, details.curType, eGL_TEXTURE_COMPARE_FUNC, (GLint *)&state->compareFunc);
gl.glGetTextureParameterivEXT(res.name, details.curType, eGL_TEXTURE_COMPARE_MODE, (GLint *)&state->compareMode);
gl.glGetTextureParameterivEXT(res.name, details.curType, eGL_TEXTURE_MIN_FILTER, (GLint *)&state->minFilter);
gl.glGetTextureParameterivEXT(res.name, details.curType, eGL_TEXTURE_MAG_FILTER, (GLint *)&state->magFilter);
gl.glGetTextureParameterivEXT(res.name, details.curType, eGL_TEXTURE_SWIZZLE_RGBA, (GLint *)&state->swizzle[0]);
gl.glGetTextureParameterivEXT(res.name, details.curType, eGL_TEXTURE_WRAP_R, (GLint *)&state->wrap[0]);
gl.glGetTextureParameterivEXT(res.name, details.curType, eGL_TEXTURE_WRAP_S, (GLint *)&state->wrap[1]);
gl.glGetTextureParameterivEXT(res.name, details.curType, eGL_TEXTURE_WRAP_T, (GLint *)&state->wrap[2]);
gl.glGetTextureParameterfvEXT(res.name, details.curType, eGL_TEXTURE_MIN_LOD, &state->minLod);
gl.glGetTextureParameterfvEXT(res.name, details.curType, eGL_TEXTURE_MAX_LOD, &state->maxLod);
gl.glGetTextureParameterfvEXT(res.name, details.curType, eGL_TEXTURE_BORDER_COLOR, &state->border[0]);
gl.glGetTextureParameterfvEXT(res.name, details.curType, eGL_TEXTURE_LOD_BIAS, &state->lodBias);
}
SetInitialContents(Id, InitialContentData(TextureRes(res.Context, tex), 0, (byte *)state));
gl.glBindTexture(details.curType, oldtex);
}
else if(res.Namespace == eResVertexArray)
{
GLuint VAO = 0;
gl.glGetIntegerv(eGL_VERTEX_ARRAY_BINDING, (GLint *)&VAO);
gl.glBindVertexArray(res.name);
VAOInitialData *data = (VAOInitialData *)Serialiser::AllocAlignedBuffer(sizeof(VAOInitialData));
for(GLuint i=0; i < 16; i++)
{
gl.glGetVertexAttribiv(i, eGL_VERTEX_ATTRIB_ARRAY_ENABLED, (GLint *)&data->VertexAttribs[i].enabled);
gl.glGetVertexAttribiv(i, eGL_VERTEX_ATTRIB_BINDING, (GLint *)&data->VertexAttribs[i].vbslot);
gl.glGetVertexAttribiv(i, eGL_VERTEX_ATTRIB_RELATIVE_OFFSET, (GLint*)&data->VertexAttribs[i].offset);
gl.glGetVertexAttribiv(i, eGL_VERTEX_ATTRIB_ARRAY_TYPE, (GLint *)&data->VertexAttribs[i].type);
gl.glGetVertexAttribiv(i, eGL_VERTEX_ATTRIB_ARRAY_NORMALIZED, (GLint *)&data->VertexAttribs[i].normalized);
gl.glGetVertexAttribiv(i, eGL_VERTEX_ATTRIB_ARRAY_INTEGER, (GLint *)&data->VertexAttribs[i].integer);
gl.glGetVertexAttribiv(i, eGL_VERTEX_ATTRIB_ARRAY_SIZE, (GLint *)&data->VertexAttribs[i].size);
GLuint buffer = GetBoundVertexBuffer(gl, i);
data->VertexBuffers[i].Buffer = GetID(BufferRes(res.Context, buffer));
gl.glGetIntegeri_v(eGL_VERTEX_BINDING_STRIDE, i, (GLint *)&data->VertexBuffers[i].Stride);
gl.glGetIntegeri_v(eGL_VERTEX_BINDING_OFFSET, i, (GLint *)&data->VertexBuffers[i].Offset);
gl.glGetIntegeri_v(eGL_VERTEX_BINDING_DIVISOR, i, (GLint *)&data->VertexBuffers[i].Divisor);
}
SetInitialContents(Id, InitialContentData(GLResource(MakeNullResource), 0, (byte *)data));
gl.glBindVertexArray(VAO);
}
else
{
RDCERR("Unexpected type of resource requiring initial state");
}
return true;
}
bool GLResourceManager::Force_InitialState(GLResource res)
{
return false;
}
bool GLResourceManager::Serialise_InitialState(GLResource res)
{
ResourceId Id = ResourceId();
if(m_State >= WRITING)
{
Id = GetID(res);
if(res.Namespace != eResBuffer)
m_pSerialiser->Serialise("Id", Id);
}
else
{
m_pSerialiser->Serialise("Id", Id);
}
if(m_State < WRITING)
{
if(HasLiveResource(Id))
res = GetLiveResource(Id);
else
res = GLResource(MakeNullResource);
}
const GLHookSet &gl = m_GL->m_Real;
if(res.Namespace == eResBuffer)
{
// Nothing to serialize
}
else if(res.Namespace == eResProgram)
{
// Prepare_InitialState sets the serialise chunk directly on write,
// so we should never come in here except for when reading
RDCASSERT(m_State < WRITING);
WrappedOpenGL::ProgramData &details = m_GL->m_Programs[GetLiveID(Id)];
GLuint initProg = gl.glCreateProgram();
for(size_t i=0; i < details.shaders.size(); i++)
{
const auto &shadDetails = m_GL->m_Shaders[details.shaders[i]];
GLuint shad = gl.glCreateShader(shadDetails.type);
for(size_t s=0; s < shadDetails.sources.size(); s++)
{
const char *src = shadDetails.sources[s].c_str();
gl.glShaderSource(shad, 1, &src, NULL);
}
gl.glCompileShader(shad);
gl.glAttachShader(initProg, shad);
gl.glDeleteShader(shad);
}
gl.glLinkProgram(initProg);
SerialiseProgramUniforms(gl, m_pSerialiser, initProg, false);
SetInitialContents(Id, InitialContentData(ProgramRes(m_GL->GetCtx(), initProg), 0, NULL));
}
else if(res.Namespace == eResTexture)
{
if(m_State >= WRITING)
{
WrappedOpenGL::TextureData &details = m_GL->m_Textures[Id];
GLuint tex = GetInitialContents(Id).resource.name;
GLuint ppb = 0;
gl.glGetIntegerv(eGL_PIXEL_PACK_BUFFER_BINDING, (GLint *)&ppb);
gl.glBindBuffer(eGL_PIXEL_PACK_BUFFER, 0);
GLint packParams[8];
gl.glGetIntegerv(eGL_PACK_SWAP_BYTES, &packParams[0]);
gl.glGetIntegerv(eGL_PACK_LSB_FIRST, &packParams[1]);
gl.glGetIntegerv(eGL_PACK_ROW_LENGTH, &packParams[2]);
gl.glGetIntegerv(eGL_PACK_IMAGE_HEIGHT, &packParams[3]);
gl.glGetIntegerv(eGL_PACK_SKIP_PIXELS, &packParams[4]);
gl.glGetIntegerv(eGL_PACK_SKIP_ROWS, &packParams[5]);
gl.glGetIntegerv(eGL_PACK_SKIP_IMAGES, &packParams[6]);
gl.glGetIntegerv(eGL_PACK_ALIGNMENT, &packParams[7]);
gl.glPixelStorei(eGL_PACK_SWAP_BYTES, 0);
gl.glPixelStorei(eGL_PACK_LSB_FIRST, 0);
gl.glPixelStorei(eGL_PACK_ROW_LENGTH, 0);
gl.glPixelStorei(eGL_PACK_IMAGE_HEIGHT, 0);
gl.glPixelStorei(eGL_PACK_SKIP_PIXELS, 0);
gl.glPixelStorei(eGL_PACK_SKIP_ROWS, 0);
gl.glPixelStorei(eGL_PACK_SKIP_IMAGES, 0);
gl.glPixelStorei(eGL_PACK_ALIGNMENT, 1);
GLuint prevtex = 0;
gl.glGetIntegerv(TextureBinding(details.curType), (GLint *)&prevtex);
gl.glBindTexture(details.curType, res.name);
int imgmips = 0;
GLint isComp = 0;
GLenum queryType = details.curType;
if(queryType == eGL_TEXTURE_CUBE_MAP || queryType == eGL_TEXTURE_CUBE_MAP_ARRAY)
queryType = eGL_TEXTURE_CUBE_MAP_POSITIVE_X;
gl.glGetTexLevelParameteriv(queryType, 0, eGL_TEXTURE_COMPRESSED, &isComp);
GLint immut = 0;
gl.glGetTexParameteriv(details.curType, eGL_TEXTURE_IMMUTABLE_FORMAT, &immut);
if(immut)
{
gl.glGetTexParameteriv(details.curType, eGL_TEXTURE_IMMUTABLE_LEVELS, (GLint *)&imgmips);
}
else
{
gl.glGetTexParameteriv(details.curType, eGL_TEXTURE_MAX_LEVEL, (GLint *)&imgmips);
imgmips++;
}
TextureStateInitialData *state = (TextureStateInitialData *)GetInitialContents(Id).blob;
SERIALISE_ELEMENT(TextureStateInitialData, stateData, *state);
SERIALISE_ELEMENT(uint32_t, width, details.width);
SERIALISE_ELEMENT(uint32_t, height, details.height);
SERIALISE_ELEMENT(uint32_t, depth, details.depth);
SERIALISE_ELEMENT(uint32_t, samples, details.samples);
SERIALISE_ELEMENT(uint32_t, dim, details.dimension);
SERIALISE_ELEMENT(GLenum, t, details.curType);
SERIALISE_ELEMENT(GLenum, f, details.internalFormat);
SERIALISE_ELEMENT(int, mips, imgmips);
SERIALISE_ELEMENT(bool, isCompressed, isComp != 0);
if(isCompressed)
{
for(int i=0; i < mips; i++)
{
int w = RDCMAX(details.width>>i, 1);
int h = RDCMAX(details.height>>i, 1);
int d = RDCMAX(details.depth>>i, 1);
GLenum targets[] = {
eGL_TEXTURE_CUBE_MAP_POSITIVE_X,
eGL_TEXTURE_CUBE_MAP_NEGATIVE_X,
eGL_TEXTURE_CUBE_MAP_POSITIVE_Y,
eGL_TEXTURE_CUBE_MAP_NEGATIVE_Y,
eGL_TEXTURE_CUBE_MAP_POSITIVE_Z,
eGL_TEXTURE_CUBE_MAP_NEGATIVE_Z,
};
int count = ARRAY_COUNT(targets);
if(t != eGL_TEXTURE_CUBE_MAP)
{
targets[0] = details.curType;
count = 1;
}
for(int trg=0; trg < count; trg++)
{
GLint compSize;
gl.glGetTextureLevelParameterivEXT(tex, targets[trg], i, eGL_TEXTURE_COMPRESSED_IMAGE_SIZE, &compSize);
size_t size = compSize;
// cubemaps return the compressed image size for the whole texture, but we read it
// face by face
//
// Disabled since it seems nvidia doesn't return the whole image size, but just the size per face,
// and it's not clear which is right (or how to handle that anyway). Worst case this means we serialise out
// too much data (since only the first face of data will be used).
//if(t == eGL_TEXTURE_CUBE_MAP)
// size /= 6;
byte *buf = new byte[size];
gl.glGetCompressedTextureImageEXT(tex, targets[trg], i, buf);
m_pSerialiser->SerialiseBuffer("image", buf, size);
delete[] buf;
}
}
}
else
{
GLenum fmt = GetBaseFormat(details.internalFormat);
GLenum type = GetDataType(details.internalFormat);
size_t size = GetByteSize(details.width, details.height, details.depth, fmt, type, 0);
byte *buf = new byte[size];
for(int i=0; i < mips; i++)
{
int w = RDCMAX(details.width>>i, 1);
int h = RDCMAX(details.height>>i, 1);
int d = RDCMAX(details.depth>>i, 1);
size = GetByteSize(w, h, d, fmt, type, 0);
GLenum targets[] = {
eGL_TEXTURE_CUBE_MAP_POSITIVE_X,
eGL_TEXTURE_CUBE_MAP_NEGATIVE_X,
eGL_TEXTURE_CUBE_MAP_POSITIVE_Y,
eGL_TEXTURE_CUBE_MAP_NEGATIVE_Y,
eGL_TEXTURE_CUBE_MAP_POSITIVE_Z,
eGL_TEXTURE_CUBE_MAP_NEGATIVE_Z,
};
int count = ARRAY_COUNT(targets);
if(t != eGL_TEXTURE_CUBE_MAP)
{
targets[0] = t;
count = 1;
}
for(int trg=0; trg < count; trg++)
{
gl.glGetTextureImageEXT(tex, targets[trg], i, fmt, type, buf);
m_pSerialiser->SerialiseBuffer("image", buf, size);
}
}
delete[] buf;
}
gl.glBindTexture(t, prevtex);
gl.glBindBuffer(eGL_PIXEL_PACK_BUFFER, ppb);
gl.glPixelStorei(eGL_PACK_SWAP_BYTES, packParams[0]);
gl.glPixelStorei(eGL_PACK_LSB_FIRST, packParams[1]);
gl.glPixelStorei(eGL_PACK_ROW_LENGTH, packParams[2]);
gl.glPixelStorei(eGL_PACK_IMAGE_HEIGHT, packParams[3]);
gl.glPixelStorei(eGL_PACK_SKIP_PIXELS, packParams[4]);
gl.glPixelStorei(eGL_PACK_SKIP_ROWS, packParams[5]);
gl.glPixelStorei(eGL_PACK_SKIP_IMAGES, packParams[6]);
gl.glPixelStorei(eGL_PACK_ALIGNMENT, packParams[7]);
}
else
{
GLuint tex = 0;
gl.glGenTextures(1, &tex);
GLuint pub = 0;
gl.glGetIntegerv(eGL_PIXEL_UNPACK_BUFFER_BINDING, (GLint *)&pub);
gl.glBindBuffer(eGL_PIXEL_UNPACK_BUFFER, 0);
GLint unpackParams[8];
gl.glGetIntegerv(eGL_UNPACK_SWAP_BYTES, &unpackParams[0]);
gl.glGetIntegerv(eGL_UNPACK_LSB_FIRST, &unpackParams[1]);
gl.glGetIntegerv(eGL_UNPACK_ROW_LENGTH, &unpackParams[2]);
gl.glGetIntegerv(eGL_UNPACK_IMAGE_HEIGHT, &unpackParams[3]);
gl.glGetIntegerv(eGL_UNPACK_SKIP_PIXELS, &unpackParams[4]);
gl.glGetIntegerv(eGL_UNPACK_SKIP_ROWS, &unpackParams[5]);
gl.glGetIntegerv(eGL_UNPACK_SKIP_IMAGES, &unpackParams[6]);
gl.glGetIntegerv(eGL_UNPACK_ALIGNMENT, &unpackParams[7]);
gl.glPixelStorei(eGL_UNPACK_SWAP_BYTES, 0);
gl.glPixelStorei(eGL_UNPACK_LSB_FIRST, 0);
gl.glPixelStorei(eGL_UNPACK_ROW_LENGTH, 0);
gl.glPixelStorei(eGL_UNPACK_IMAGE_HEIGHT, 0);
gl.glPixelStorei(eGL_UNPACK_SKIP_PIXELS, 0);
gl.glPixelStorei(eGL_UNPACK_SKIP_ROWS, 0);
gl.glPixelStorei(eGL_UNPACK_SKIP_IMAGES, 0);
gl.glPixelStorei(eGL_UNPACK_ALIGNMENT, 1);
TextureStateInitialData *state = (TextureStateInitialData *)Serialiser::AllocAlignedBuffer(sizeof(TextureStateInitialData));
m_pSerialiser->Serialise("state", *state);
SERIALISE_ELEMENT(uint32_t, width, 0);
SERIALISE_ELEMENT(uint32_t, height, 0);
SERIALISE_ELEMENT(uint32_t, depth, 0);
SERIALISE_ELEMENT(uint32_t, samples, 0);
SERIALISE_ELEMENT(uint32_t, dim, 0);
SERIALISE_ELEMENT(GLenum, textype, eGL_NONE);
SERIALISE_ELEMENT(GLenum, internalformat, eGL_NONE);
SERIALISE_ELEMENT(int, mips, 0);
SERIALISE_ELEMENT(bool, isCompressed, false);
GLuint prevtex = 0;
gl.glGetIntegerv(TextureBinding(textype), (GLint *)&prevtex);
gl.glBindTexture(textype, tex);
// create texture of identical format/size to store initial contents
if(textype == eGL_TEXTURE_2D_MULTISAMPLE)
{
gl.glTextureStorage2DMultisampleEXT(tex, textype, samples, internalformat, width, height, GL_TRUE);
mips = 1;
}
else if(textype == eGL_TEXTURE_2D_MULTISAMPLE_ARRAY)
{
gl.glTextureStorage3DMultisampleEXT(tex, textype, samples, internalformat, width, height, depth, GL_TRUE);
mips = 1;
}
else if(dim == 1)
{
gl.glTextureStorage1DEXT(tex, textype, mips, internalformat, width);
}
else if(dim == 2)
{
gl.glTextureStorage2DEXT(tex, textype, mips, internalformat, width, height);
}
else if(dim == 3)
{
gl.glTextureStorage3DEXT(tex, textype, mips, internalformat, width, height, depth);
}
if(isCompressed)
{
for(int i=0; i < mips; i++)
{
uint32_t w = RDCMAX(width>>i, 1U);
uint32_t h = RDCMAX(height>>i, 1U);
uint32_t d = RDCMAX(depth>>i, 1U);
GLenum targets[] = {
eGL_TEXTURE_CUBE_MAP_POSITIVE_X,
eGL_TEXTURE_CUBE_MAP_NEGATIVE_X,
eGL_TEXTURE_CUBE_MAP_POSITIVE_Y,
eGL_TEXTURE_CUBE_MAP_NEGATIVE_Y,
eGL_TEXTURE_CUBE_MAP_POSITIVE_Z,
eGL_TEXTURE_CUBE_MAP_NEGATIVE_Z,
};
int count = ARRAY_COUNT(targets);
if(textype != eGL_TEXTURE_CUBE_MAP)
{
targets[0] = textype;
count = 1;
}
for(int trg=0; trg < count; trg++)
{
size_t size = 0;
byte *buf = NULL;
m_pSerialiser->SerialiseBuffer("image", buf, size);
if(dim == 1)
gl.glCompressedTextureSubImage1DEXT(tex, targets[trg], i, 0, w, internalformat, (GLsizei)size, buf);
else if(dim == 2)
gl.glCompressedTextureSubImage2DEXT(tex, targets[trg], i, 0, 0, w, h, internalformat, (GLsizei)size, buf);
else if(dim == 3)
gl.glCompressedTextureSubImage3DEXT(tex, targets[trg], i, 0, 0, 0, w, h, d, internalformat, (GLsizei)size, buf);
delete[] buf;
}
}
}
else
{
GLenum fmt = GetBaseFormat(internalformat);
GLenum type = GetDataType(internalformat);
for(int i=0; i < mips; i++)
{
uint32_t w = RDCMAX(width>>i, 1U);
uint32_t h = RDCMAX(height>>i, 1U);
uint32_t d = RDCMAX(depth>>i, 1U);
GLenum targets[] = {
eGL_TEXTURE_CUBE_MAP_POSITIVE_X,
eGL_TEXTURE_CUBE_MAP_NEGATIVE_X,
eGL_TEXTURE_CUBE_MAP_POSITIVE_Y,
eGL_TEXTURE_CUBE_MAP_NEGATIVE_Y,
eGL_TEXTURE_CUBE_MAP_POSITIVE_Z,
eGL_TEXTURE_CUBE_MAP_NEGATIVE_Z,
};
int count = ARRAY_COUNT(targets);
if(textype != eGL_TEXTURE_CUBE_MAP)
{
targets[0] = textype;
count = 1;
}
for(int trg=0; trg < count; trg++)
{
size_t size = 0;
byte *buf = NULL;
m_pSerialiser->SerialiseBuffer("image", buf, size);
if(dim == 1)
gl.glTextureSubImage1DEXT(tex, targets[trg], i, 0, w, fmt, type, buf);
else if(dim == 2)
gl.glTextureSubImage2DEXT(tex, targets[trg], i, 0, 0, w, h, fmt, type, buf);
else if(dim == 3)
gl.glTextureSubImage3DEXT(tex, targets[trg], i, 0, 0, 0, w, h, d, fmt, type, buf);
delete[] buf;
}
}
}
SetInitialContents(Id, InitialContentData(TextureRes(m_GL->GetCtx(), tex), 0, (byte *)state));
gl.glBindBuffer(eGL_PIXEL_UNPACK_BUFFER, pub);
gl.glBindTexture(textype, prevtex);
gl.glPixelStorei(eGL_UNPACK_SWAP_BYTES, unpackParams[0]);
gl.glPixelStorei(eGL_UNPACK_LSB_FIRST, unpackParams[1]);
gl.glPixelStorei(eGL_UNPACK_ROW_LENGTH, unpackParams[2]);
gl.glPixelStorei(eGL_UNPACK_IMAGE_HEIGHT, unpackParams[3]);
gl.glPixelStorei(eGL_UNPACK_SKIP_PIXELS, unpackParams[4]);
gl.glPixelStorei(eGL_UNPACK_SKIP_ROWS, unpackParams[5]);
gl.glPixelStorei(eGL_UNPACK_SKIP_IMAGES, unpackParams[6]);
gl.glPixelStorei(eGL_UNPACK_ALIGNMENT, unpackParams[7]);
}
}
else if(res.Namespace == eResVertexArray)
{
VAOInitialData data;
if(m_State >= WRITING)
{
VAOInitialData *initialdata = (VAOInitialData *)GetInitialContents(Id).blob;
memcpy(&data, initialdata, sizeof(data));
}
for(GLuint i=0; i < 16; i++)
{
m_pSerialiser->Serialise("VertexAttrib[]", data.VertexAttribs[i]);
m_pSerialiser->Serialise("VertexBuffer[]", data.VertexBuffers[i]);
}
if(m_State < WRITING)
{
byte *blob = Serialiser::AllocAlignedBuffer(sizeof(data));
memcpy(blob, &data, sizeof(data));
SetInitialContents(Id, InitialContentData(GLResource(MakeNullResource), 0, blob));
}
}
else
{
RDCERR("Unexpected type of resource requiring initial state");
}
return true;
}
void GLResourceManager::Create_InitialState(ResourceId id, GLResource live, bool hasData)
{
if(live.Namespace == eResTexture)
{
GLNOTIMP("Need to set initial clear state for textures without an initial state");
}
else if(live.Namespace != eResBuffer)
{
RDCUNIMPLEMENTED("Expect all initial states to be created & not skipped, presently");
}
}
void GLResourceManager::Apply_InitialState(GLResource live, InitialContentData initial)
{
const GLHookSet &gl = m_GL->m_Real;
if(live.Namespace == eResTexture)
{
ResourceId Id = GetID(live);
WrappedOpenGL::TextureData &details = m_GL->m_Textures[Id];
GLuint tex = initial.resource.name;
gl.glBindTexture(details.curType, tex);
int mips = 0;
GLint immut = 0;
gl.glGetTexParameteriv(details.curType, eGL_TEXTURE_IMMUTABLE_FORMAT, &immut);
if(immut)
{
gl.glGetTexParameteriv(details.curType, eGL_TEXTURE_IMMUTABLE_LEVELS, (GLint *)&mips);
}
else
{
gl.glGetTexParameteriv(details.curType, eGL_TEXTURE_MAX_LEVEL, (GLint *)&mips);
mips++;
}
// copy over mips
for(int i=0; i < mips; i++)
{
int w = RDCMAX(details.width>>i, 1);
int h = RDCMAX(details.height>>i, 1);
int d = RDCMAX(details.depth>>i, 1);
if(details.curType == eGL_TEXTURE_CUBE_MAP)
d *= 6;
gl.glCopyImageSubData(tex, details.curType, i, 0, 0, 0, live.name, details.curType, i, 0, 0, 0, w, h, d);
}
TextureStateInitialData *state = (TextureStateInitialData *)initial.blob;
{
if(state->depthMode == eGL_DEPTH_COMPONENT || state->depthMode == eGL_STENCIL_INDEX)
gl.glTextureParameterivEXT(live.name, details.curType, eGL_DEPTH_STENCIL_TEXTURE_MODE, (GLint *)&state->depthMode);
gl.glTextureParameterivEXT(live.name, details.curType, eGL_TEXTURE_BASE_LEVEL, (GLint *)&state->baseLevel);
gl.glTextureParameterivEXT(live.name, details.curType, eGL_TEXTURE_MAX_LEVEL, (GLint *)&state->maxLevel);
gl.glTextureParameterivEXT(live.name, details.curType, eGL_TEXTURE_COMPARE_FUNC, (GLint *)&state->compareFunc);
gl.glTextureParameterivEXT(live.name, details.curType, eGL_TEXTURE_COMPARE_MODE, (GLint *)&state->compareMode);
gl.glTextureParameterivEXT(live.name, details.curType, eGL_TEXTURE_MIN_FILTER, (GLint *)&state->minFilter);
gl.glTextureParameterivEXT(live.name, details.curType, eGL_TEXTURE_MAG_FILTER, (GLint *)&state->magFilter);
gl.glTextureParameterivEXT(live.name, details.curType, eGL_TEXTURE_SWIZZLE_RGBA, (GLint *)state->swizzle);
gl.glTextureParameterivEXT(live.name, details.curType, eGL_TEXTURE_WRAP_R, (GLint *)&state->wrap[0]);
gl.glTextureParameterivEXT(live.name, details.curType, eGL_TEXTURE_WRAP_S, (GLint *)&state->wrap[1]);
gl.glTextureParameterivEXT(live.name, details.curType, eGL_TEXTURE_WRAP_T, (GLint *)&state->wrap[2]);
gl.glTextureParameterfvEXT(live.name, details.curType, eGL_TEXTURE_MIN_LOD, &state->minLod);
gl.glTextureParameterfvEXT(live.name, details.curType, eGL_TEXTURE_MAX_LOD, &state->maxLod);
gl.glTextureParameterfvEXT(live.name, details.curType, eGL_TEXTURE_BORDER_COLOR, state->border);
gl.glTextureParameterfvEXT(live.name, details.curType, eGL_TEXTURE_LOD_BIAS, &state->lodBias);
}
}
else if(live.Namespace == eResProgram)
{
CopyProgramUniforms(gl, initial.resource.name, live.name);
}
else if(live.Namespace == eResVertexArray)
{
GLuint VAO = 0;
gl.glGetIntegerv(eGL_VERTEX_ARRAY_BINDING, (GLint *)&VAO);
gl.glBindVertexArray(live.name);
VAOInitialData *initialdata = (VAOInitialData *)initial.blob;
for(GLuint i=0; i < 16; i++)
{
VertexAttribInitialData &attrib = initialdata->VertexAttribs[i];
if(attrib.enabled)
gl.glEnableVertexAttribArray(i);
else
gl.glDisableVertexAttribArray(i);
gl.glVertexAttribBinding(i, attrib.vbslot);
if(initialdata->VertexAttribs[i].integer == 0)
gl.glVertexAttribFormat(i, attrib.size, attrib.type, (GLboolean)attrib.normalized, attrib.offset);
else
gl.glVertexAttribIFormat(i, attrib.size, attrib.type, attrib.offset);
VertexBufferInitialData &buf = initialdata->VertexBuffers[i];
GLuint buffer = GetLiveResource(buf.Buffer).name;
gl.glBindVertexBuffer(i, buffer, (GLintptr)buf.Offset, (GLsizei)buf.Stride);
gl.glVertexBindingDivisor(i, buf.Divisor);
}
gl.glBindVertexArray(VAO);
}
else
{
RDCERR("Unexpected type of resource requiring initial state");
}
}