Files
renderdoc/renderdoc/driver/gl/gl_manager.cpp
T
2019-07-24 22:45:41 +01:00

140 lines
4.8 KiB
C++

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