mirror of
https://github.com/baldurk/renderdoc.git
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140 lines
4.8 KiB
C++
140 lines
4.8 KiB
C++
/******************************************************************************
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* The MIT License (MIT)
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*
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* Copyright (c) 2015-2019 Baldur Karlsson
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* Copyright (c) 2014 Crytek
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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_manager.h"
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#include <algorithm>
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#include "driver/gl/gl_driver.h"
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GLResourceManager::GLResourceManager(CaptureState &state, WrappedOpenGL *driver)
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: ResourceManager(state), m_Driver(driver), m_SyncName(1)
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{
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}
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bool GLResourceManager::IsResourceTrackedForPersistency(const GLResource &res)
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{
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return res.Namespace == eResTexture || res.Namespace == eResBuffer;
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}
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void GLResourceManager::MarkVAOReferenced(GLResource res, FrameRefType ref, bool allowFake0)
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{
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if(res.name || allowFake0)
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{
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ContextPair &ctx = m_Driver->GetCtx();
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MarkResourceFrameReferenced(res, ref);
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GLint numVBufferBindings = GetNumVertexBuffers();
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for(GLuint i = 0; i < (GLuint)numVBufferBindings; i++)
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{
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GLuint buffer = GetBoundVertexBuffer(i);
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MarkResourceFrameReferenced(BufferRes(ctx, buffer),
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ref == eFrameRef_None ? eFrameRef_None : eFrameRef_Read);
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}
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GLuint ibuffer = 0;
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GL.glGetIntegerv(eGL_ELEMENT_ARRAY_BUFFER_BINDING, (GLint *)&ibuffer);
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MarkResourceFrameReferenced(BufferRes(ctx, ibuffer),
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ref == eFrameRef_None ? eFrameRef_None : eFrameRef_Read);
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}
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}
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void GLResourceManager::MarkFBOReferenced(GLResource res, FrameRefType ref)
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{
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if(res.name == 0)
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return;
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MarkResourceFrameReferenced(res, ref);
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ContextPair &ctx = m_Driver->GetCtx();
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GLint numCols = 8;
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GL.glGetIntegerv(eGL_MAX_COLOR_ATTACHMENTS, &numCols);
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GLenum type = eGL_TEXTURE;
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GLuint name = 0;
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for(int c = 0; c < numCols; c++)
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{
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GL.glGetNamedFramebufferAttachmentParameterivEXT(res.name, GLenum(eGL_COLOR_ATTACHMENT0 + c),
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eGL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME,
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(GLint *)&name);
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GL.glGetNamedFramebufferAttachmentParameterivEXT(res.name, GLenum(eGL_COLOR_ATTACHMENT0 + c),
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eGL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE,
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(GLint *)&type);
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if(type == eGL_RENDERBUFFER)
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MarkResourceFrameReferenced(RenderbufferRes(ctx, name), ref);
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else
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MarkResourceFrameReferenced(TextureRes(ctx, name), ref);
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}
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GL.glGetNamedFramebufferAttachmentParameterivEXT(
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res.name, eGL_DEPTH_ATTACHMENT, eGL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME, (GLint *)&name);
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GL.glGetNamedFramebufferAttachmentParameterivEXT(
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res.name, eGL_DEPTH_ATTACHMENT, eGL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE, (GLint *)&type);
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if(name)
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{
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if(type == eGL_RENDERBUFFER)
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MarkResourceFrameReferenced(RenderbufferRes(ctx, name), ref);
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else
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MarkResourceFrameReferenced(TextureRes(ctx, name), ref);
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}
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GL.glGetNamedFramebufferAttachmentParameterivEXT(
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res.name, eGL_STENCIL_ATTACHMENT, eGL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME, (GLint *)&name);
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GL.glGetNamedFramebufferAttachmentParameterivEXT(
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res.name, eGL_STENCIL_ATTACHMENT, eGL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE, (GLint *)&type);
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if(name)
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{
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if(type == eGL_RENDERBUFFER)
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MarkResourceFrameReferenced(RenderbufferRes(ctx, name), ref);
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else
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MarkResourceFrameReferenced(TextureRes(ctx, name), ref);
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}
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}
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void GLResourceManager::SetInternalResource(GLResource res)
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{
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if(!RenderDoc::Inst().IsReplayApp())
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{
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GLResourceRecord *record = GetResourceRecord(res);
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if(record)
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record->InternalResource = true;
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}
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}
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bool GLResourceManager::ResourceTypeRelease(GLResource res)
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{
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if(HasCurrentResource(res))
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UnregisterResource(res);
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m_Driver->QueueResourceRelease(res);
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return true;
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}
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