mirror of
https://github.com/baldurk/renderdoc.git
synced 2026-07-27 01:41:39 +00:00
* This is only lightly tested and may break heavily. It is disabled by default and must be explicitly enabled. * In particular this is only known to work for Wayland use at capture time. Wayland on replay is still unsupported. Known issues include: EGL pbuffer surfaces are not implemented on Wayland, Wayland cannot get window dimensions, and there are hangs/failures with GL and vulkan presentation with Wayland.
2517 lines
83 KiB
C++
2517 lines
83 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 <float.h>
|
|
#include <algorithm>
|
|
#include "common/common.h"
|
|
#include "data/glsl_shaders.h"
|
|
#include "driver/shaders/spirv/glslang_compile.h"
|
|
#include "maths/camera.h"
|
|
#include "maths/formatpacking.h"
|
|
#include "maths/matrix.h"
|
|
#include "strings/string_utils.h"
|
|
#include "gl_driver.h"
|
|
#include "gl_replay.h"
|
|
#include "gl_resources.h"
|
|
|
|
#define OPENGL 1
|
|
#include "data/glsl/glsl_ubos_cpp.h"
|
|
|
|
GLuint GLReplay::CreateShader(GLenum shaderType, const std::string &src)
|
|
{
|
|
GLuint ret = GL.glCreateShader(shaderType);
|
|
|
|
const char *csrc = src.c_str();
|
|
GL.glShaderSource(ret, 1, &csrc, NULL);
|
|
|
|
GL.glCompileShader(ret);
|
|
|
|
char buffer[1024] = {};
|
|
GLint status = 0;
|
|
GL.glGetShaderiv(ret, eGL_COMPILE_STATUS, &status);
|
|
if(status == 0)
|
|
{
|
|
GL.glGetShaderInfoLog(ret, 1024, NULL, buffer);
|
|
RDCERR("%s compile error: %s", ToStr(shaderType).c_str(), buffer);
|
|
return 0;
|
|
}
|
|
|
|
return ret;
|
|
}
|
|
|
|
GLuint GLReplay::CreateSPIRVShader(GLenum shaderType, const std::string &src)
|
|
{
|
|
if(!HasExt[ARB_gl_spirv])
|
|
{
|
|
RDCERR("Compiling SPIR-V shader without ARB_gl_spirv - should be checked above!");
|
|
return 0;
|
|
}
|
|
|
|
rdcspv::CompilationSettings settings(rdcspv::InputLanguage::OpenGLGLSL,
|
|
rdcspv::ShaderStage(ShaderIdx(shaderType)));
|
|
|
|
std::vector<uint32_t> spirv;
|
|
std::string s = rdcspv::Compile(settings, {src}, spirv);
|
|
|
|
if(spirv.empty())
|
|
{
|
|
RDCERR("Couldn't compile shader to SPIR-V: %s", s.c_str());
|
|
return 0;
|
|
}
|
|
|
|
GLuint ret = GL.glCreateShader(shaderType);
|
|
|
|
GL.glShaderBinary(1, &ret, eGL_SHADER_BINARY_FORMAT_SPIR_V, spirv.data(),
|
|
(GLsizei)spirv.size() * 4);
|
|
|
|
GL.glSpecializeShader(ret, "main", 0, NULL, NULL);
|
|
|
|
char buffer[1024] = {};
|
|
GLint status = 0;
|
|
GL.glGetShaderiv(ret, eGL_COMPILE_STATUS, &status);
|
|
if(status == 0)
|
|
{
|
|
GL.glGetShaderInfoLog(ret, 1024, NULL, buffer);
|
|
RDCERR("%s compile error: %s", ToStr(shaderType).c_str(), buffer);
|
|
return 0;
|
|
}
|
|
|
|
return ret;
|
|
}
|
|
|
|
GLuint GLReplay::CreateCShaderProgram(const std::string &src)
|
|
{
|
|
if(m_pDriver == NULL)
|
|
return 0;
|
|
|
|
MakeCurrentReplayContext(m_DebugCtx);
|
|
|
|
GLuint cs = CreateShader(eGL_COMPUTE_SHADER, src);
|
|
if(cs == 0)
|
|
return 0;
|
|
|
|
GLuint ret = GL.glCreateProgram();
|
|
|
|
GL.glAttachShader(ret, cs);
|
|
|
|
GL.glLinkProgram(ret);
|
|
|
|
char buffer[1024] = {};
|
|
GLint status = 0;
|
|
GL.glGetProgramiv(ret, eGL_LINK_STATUS, &status);
|
|
if(status == 0)
|
|
{
|
|
GL.glGetProgramInfoLog(ret, 1024, NULL, buffer);
|
|
RDCERR("Link error: %s", buffer);
|
|
}
|
|
|
|
GL.glDetachShader(ret, cs);
|
|
|
|
GL.glDeleteShader(cs);
|
|
|
|
return ret;
|
|
}
|
|
|
|
GLuint GLReplay::CreateShaderProgram(GLuint vs, GLuint fs, GLuint gs)
|
|
{
|
|
GLuint ret = GL.glCreateProgram();
|
|
|
|
GL.glAttachShader(ret, vs);
|
|
GL.glAttachShader(ret, fs);
|
|
if(gs)
|
|
GL.glAttachShader(ret, gs);
|
|
|
|
GL.glLinkProgram(ret);
|
|
|
|
char buffer[1024] = {};
|
|
GLint status = 0;
|
|
GL.glGetProgramiv(ret, eGL_LINK_STATUS, &status);
|
|
if(status == 0)
|
|
{
|
|
GL.glGetProgramInfoLog(ret, 1024, NULL, buffer);
|
|
RDCERR("Shader error: %s", buffer);
|
|
}
|
|
|
|
return ret;
|
|
}
|
|
|
|
GLuint GLReplay::CreateShaderProgram(const std::string &vsSrc, const std::string &fsSrc,
|
|
const std::string &gsSrc)
|
|
{
|
|
if(m_pDriver == NULL)
|
|
return 0;
|
|
|
|
MakeCurrentReplayContext(m_DebugCtx);
|
|
|
|
GLuint vs = 0;
|
|
GLuint fs = 0;
|
|
GLuint gs = 0;
|
|
|
|
if(vsSrc.empty())
|
|
{
|
|
RDCERR("Must have vertex shader - no separable programs supported.");
|
|
return 0;
|
|
}
|
|
|
|
if(fsSrc.empty())
|
|
{
|
|
RDCERR("Must have fragment shader - no separable programs supported.");
|
|
return 0;
|
|
}
|
|
|
|
vs = CreateShader(eGL_VERTEX_SHADER, vsSrc);
|
|
if(vs == 0)
|
|
return 0;
|
|
|
|
fs = CreateShader(eGL_FRAGMENT_SHADER, fsSrc);
|
|
if(fs == 0)
|
|
return 0;
|
|
|
|
if(!gsSrc.empty())
|
|
{
|
|
gs = CreateShader(eGL_GEOMETRY_SHADER, gsSrc);
|
|
if(gs == 0)
|
|
return 0;
|
|
}
|
|
|
|
GLuint ret = CreateShaderProgram(vs, fs, gs);
|
|
|
|
GL.glDetachShader(ret, vs);
|
|
GL.glDetachShader(ret, fs);
|
|
if(gs)
|
|
GL.glDetachShader(ret, gs);
|
|
|
|
GL.glDeleteShader(vs);
|
|
GL.glDeleteShader(fs);
|
|
if(gs)
|
|
GL.glDeleteShader(gs);
|
|
|
|
return ret;
|
|
}
|
|
|
|
void GLReplay::CheckGLSLVersion(const char *sl, int &glslVersion)
|
|
{
|
|
// GL_SHADING_LANGUAGE_VERSION for OpenGL ES:
|
|
// "OpenGL ES GLSL ES N.M vendor-specific information"
|
|
static const char *const GLSL_ES_STR = "OpenGL ES GLSL ES";
|
|
if(strncmp(sl, GLSL_ES_STR, 17) == 0)
|
|
sl += 18;
|
|
|
|
if(sl[0] >= '0' && sl[0] <= '9' && sl[1] == '.' && sl[2] >= '0' && sl[2] <= '9')
|
|
{
|
|
int major = int(sl[0] - '0');
|
|
int minor = int(sl[2] - '0');
|
|
int ver = major * 100 + minor * 10;
|
|
|
|
if(ver > glslVersion)
|
|
glslVersion = ver;
|
|
}
|
|
|
|
if(sl[0] >= '0' && sl[0] <= '9' && sl[1] >= '0' && sl[1] <= '9' && sl[2] == '0')
|
|
{
|
|
int major = int(sl[0] - '0');
|
|
int minor = int(sl[1] - '0');
|
|
int ver = major * 100 + minor * 10;
|
|
|
|
if(ver > glslVersion)
|
|
glslVersion = ver;
|
|
}
|
|
}
|
|
|
|
GLuint GLReplay::CreateMeshProgram(GLuint vs, GLuint fs, GLuint gs)
|
|
{
|
|
GLuint program = CreateShaderProgram(vs, fs, gs);
|
|
|
|
// set attrib locations
|
|
GL.glBindAttribLocation(program, 0, "position");
|
|
GL.glBindAttribLocation(program, 1, "IN_secondary");
|
|
|
|
// relink
|
|
GL.glLinkProgram(program);
|
|
|
|
// check that the relink succeeded
|
|
char buffer[1024] = {};
|
|
GLint status = 0;
|
|
GL.glGetProgramiv(program, eGL_LINK_STATUS, &status);
|
|
if(status == 0)
|
|
{
|
|
GL.glGetProgramInfoLog(program, 1024, NULL, buffer);
|
|
RDCERR("Link error: %s", buffer);
|
|
}
|
|
|
|
// detach the shaders
|
|
GL.glDetachShader(program, vs);
|
|
GL.glDetachShader(program, fs);
|
|
if(gs)
|
|
GL.glDetachShader(program, gs);
|
|
|
|
// bind the UBO
|
|
BindUBO(program, "MeshUBOData", 0);
|
|
|
|
return program;
|
|
}
|
|
|
|
void GLReplay::ConfigureTexDisplayProgramBindings(GLuint program)
|
|
{
|
|
GLint location = -1;
|
|
|
|
GL.glUseProgram(program);
|
|
|
|
// since we split the shader up by type, not all texture slots are always available. Also on GLES
|
|
// some texture slots might be missing due to lack of extensions. So we need to check for a location
|
|
// of -1
|
|
#define SET_TEX_BINDING(name, bind) \
|
|
location = GL.glGetUniformLocation(program, name); \
|
|
if(location >= 0) \
|
|
GL.glUniform1i(location, bind);
|
|
|
|
SET_TEX_BINDING("texUInt1D", 1);
|
|
SET_TEX_BINDING("texUInt2D", 2);
|
|
SET_TEX_BINDING("texUInt3D", 3);
|
|
SET_TEX_BINDING("texUInt1DArray", 5);
|
|
SET_TEX_BINDING("texUInt2DArray", 6);
|
|
SET_TEX_BINDING("texUInt2DRect", 8);
|
|
SET_TEX_BINDING("texUIntBuffer", 9);
|
|
SET_TEX_BINDING("texUInt2DMS", 10);
|
|
SET_TEX_BINDING("texUInt2DMSArray", 11);
|
|
|
|
SET_TEX_BINDING("texSInt1D", 1);
|
|
SET_TEX_BINDING("texSInt2D", 2);
|
|
SET_TEX_BINDING("texSInt3D", 3);
|
|
SET_TEX_BINDING("texSInt1DArray", 5);
|
|
SET_TEX_BINDING("texSInt2DArray", 6);
|
|
SET_TEX_BINDING("texSInt2DRect", 8);
|
|
SET_TEX_BINDING("texSIntBuffer", 9);
|
|
SET_TEX_BINDING("texSInt2DMS", 10);
|
|
SET_TEX_BINDING("texSInt2DMSArray", 11);
|
|
|
|
SET_TEX_BINDING("tex1D", 1);
|
|
SET_TEX_BINDING("tex2D", 2);
|
|
SET_TEX_BINDING("tex3D", 3);
|
|
SET_TEX_BINDING("texCube", 4);
|
|
SET_TEX_BINDING("tex1DArray", 5);
|
|
SET_TEX_BINDING("tex2DArray", 6);
|
|
SET_TEX_BINDING("texCubeArray", 7);
|
|
SET_TEX_BINDING("tex2DRect", 8);
|
|
SET_TEX_BINDING("texBuffer", 9);
|
|
SET_TEX_BINDING("tex2DMS", 10);
|
|
SET_TEX_BINDING("tex2DMSArray", 11);
|
|
|
|
#undef SET_TEX_BINDING
|
|
}
|
|
|
|
void GLReplay::BindUBO(GLuint program, const char *name, GLuint binding)
|
|
{
|
|
GL.glUniformBlockBinding(program, GL.glGetUniformBlockIndex(program, name), binding);
|
|
}
|
|
|
|
void GLReplay::InitDebugData()
|
|
{
|
|
if(m_pDriver == NULL)
|
|
return;
|
|
|
|
// don't reflect any shaders or programs we make
|
|
m_pDriver->PushInternalShader();
|
|
|
|
m_HighlightCache.driver = m_pDriver->GetReplay();
|
|
|
|
RenderDoc::Inst().SetProgress(LoadProgress::DebugManagerInit, 0.0f);
|
|
|
|
{
|
|
WindowingData window = {WindowingSystem::Headless};
|
|
uint64_t id = MakeOutputWindow(window, true);
|
|
|
|
m_DebugCtx = NULL;
|
|
|
|
if(id == 0)
|
|
return;
|
|
|
|
m_DebugID = id;
|
|
m_DebugCtx = &m_OutputWindows[id];
|
|
|
|
MakeCurrentReplayContext(m_DebugCtx);
|
|
|
|
m_pDriver->RegisterDebugCallback();
|
|
}
|
|
|
|
WrappedOpenGL &drv = *m_pDriver;
|
|
|
|
DebugData.outWidth = 0.0f;
|
|
DebugData.outHeight = 0.0f;
|
|
|
|
std::string vs;
|
|
std::string fs;
|
|
std::string gs;
|
|
std::string cs;
|
|
|
|
int glslVersion;
|
|
int glslBaseVer;
|
|
int glslCSVer; // compute shader
|
|
ShaderType shaderType;
|
|
|
|
std::string texSampleDefines;
|
|
|
|
if(IsGLES)
|
|
{
|
|
glslVersion = glslBaseVer = glslCSVer = 310;
|
|
shaderType = eShaderGLSLES;
|
|
|
|
if(GLCoreVersion >= 32)
|
|
glslVersion = glslBaseVer = glslCSVer = 320;
|
|
|
|
if(HasExt[OES_texture_cube_map_array] || HasExt[EXT_texture_cube_map_array] || GLCoreVersion >= 32)
|
|
texSampleDefines += "#define TEXSAMPLE_CUBE_ARRAY 1\n";
|
|
|
|
if(HasExt[OES_texture_cube_map_array])
|
|
texSampleDefines += "#extension GL_OES_texture_cube_map_array : require\n";
|
|
|
|
if(HasExt[EXT_texture_cube_map_array])
|
|
texSampleDefines += "#extension GL_EXT_texture_cube_map_array : require\n";
|
|
|
|
if(HasExt[EXT_texture_buffer])
|
|
texSampleDefines +=
|
|
"#define TEXSAMPLE_BUFFER 1\n"
|
|
"#extension GL_EXT_texture_buffer : require\n";
|
|
}
|
|
else
|
|
{
|
|
glslVersion = glslBaseVer = 150;
|
|
glslCSVer = 420;
|
|
shaderType = eShaderGLSL;
|
|
|
|
if(HasExt[ARB_texture_cube_map_array])
|
|
texSampleDefines +=
|
|
"#define TEXSAMPLE_CUBE_ARRAY 1\n"
|
|
"#extension GL_ARB_texture_cube_map_array : require\n";
|
|
|
|
if(HasExt[ARB_texture_multisample])
|
|
texSampleDefines +=
|
|
"#define TEXSAMPLE_MULTISAMPLE 1\n"
|
|
"#extension GL_ARB_texture_multisample : require\n";
|
|
}
|
|
|
|
vs = GenerateGLSLShader(GetEmbeddedResource(glsl_blit_vert), shaderType, glslBaseVer);
|
|
|
|
// pre-compile SPIR-V shaders up front since this is more expensive
|
|
if(HasExt[ARB_gl_spirv])
|
|
{
|
|
// SPIR-V shaders are always generated as desktop GL 430, for ease
|
|
std::string source =
|
|
GenerateGLSLShader(GetEmbeddedResource(glsl_fixedcol_frag), eShaderGLSPIRV, 430);
|
|
DebugData.fixedcolFragShaderSPIRV = CreateSPIRVShader(eGL_FRAGMENT_SHADER, source);
|
|
|
|
if(HasExt[ARB_gpu_shader5] && HasExt[ARB_shader_image_load_store])
|
|
{
|
|
std::string defines = "";
|
|
|
|
if(!HasExt[ARB_derivative_control])
|
|
{
|
|
defines += "#define dFdxFine dFdx\n\n";
|
|
defines += "#define dFdyFine dFdy\n\n";
|
|
}
|
|
|
|
source =
|
|
GenerateGLSLShader(GetEmbeddedResource(glsl_quadwrite_frag), eShaderGLSPIRV, 430, defines);
|
|
DebugData.quadoverdrawFragShaderSPIRV = CreateSPIRVShader(eGL_FRAGMENT_SHADER, source);
|
|
}
|
|
}
|
|
|
|
// used to combine with custom shaders.
|
|
DebugData.texDisplayVertexShader = CreateShader(eGL_VERTEX_SHADER, vs);
|
|
|
|
for(int i = 0; i < 3; i++)
|
|
{
|
|
std::string defines = std::string("#define UINT_TEX ") + (i == 1 ? "1" : "0") + "\n";
|
|
defines += std::string("#define SINT_TEX ") + (i == 2 ? "1" : "0") + "\n";
|
|
|
|
fs = GenerateGLSLShader(GetEmbeddedResource(glsl_texdisplay_frag), shaderType, glslBaseVer,
|
|
defines + texSampleDefines);
|
|
|
|
DebugData.texDisplayProg[i] = CreateShaderProgram(vs, fs);
|
|
|
|
BindUBO(DebugData.texDisplayProg[i], "TexDisplayUBOData", 0);
|
|
BindUBO(DebugData.texDisplayProg[i], "HeatmapData", 1);
|
|
ConfigureTexDisplayProgramBindings(DebugData.texDisplayProg[i]);
|
|
}
|
|
|
|
RenderDoc::Inst().SetProgress(LoadProgress::DebugManagerInit, 0.2f);
|
|
|
|
if(GLCoreVersion >= 43 && !IsGLES)
|
|
{
|
|
GLint numsl = 0;
|
|
drv.glGetIntegerv(eGL_NUM_SHADING_LANGUAGE_VERSIONS, &numsl);
|
|
|
|
for(GLint i = 0; i < numsl; i++)
|
|
{
|
|
const char *sl = (const char *)drv.glGetStringi(eGL_SHADING_LANGUAGE_VERSION, (GLuint)i);
|
|
|
|
CheckGLSLVersion(sl, glslVersion);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
const char *sl = (const char *)drv.glGetString(eGL_SHADING_LANGUAGE_VERSION);
|
|
|
|
CheckGLSLVersion(sl, glslVersion);
|
|
}
|
|
|
|
DebugData.glslVersion = glslVersion;
|
|
|
|
RDCLOG("GLSL version %d", glslVersion);
|
|
|
|
vs = GenerateGLSLShader(GetEmbeddedResource(glsl_blit_vert), shaderType, glslBaseVer);
|
|
|
|
DebugData.fixedcolFragShader = DebugData.quadoverdrawFragShader = 0;
|
|
DebugData.quadoverdrawResolveProg = 0;
|
|
DebugData.fixedcolFragShaderSPIRV = DebugData.quadoverdrawFragShaderSPIRV = 0;
|
|
|
|
if(IsGLES)
|
|
{
|
|
// quad overdraw not supported on GLES.
|
|
// 1.
|
|
// dFdx doesn't support uints - potentially workaroundable with float casts, but highly
|
|
// doubtful GLES compilers will do that properly without exploding.
|
|
// 2.
|
|
// quad overdraw write shader must be linked with user shaders in program, which requires
|
|
// matching ESSL version and features required for it aren't exposed as extensions to older
|
|
// versions but only in core versions.
|
|
}
|
|
else if(HasExt[ARB_shader_image_load_store] && HasExt[ARB_gpu_shader5])
|
|
{
|
|
fs = GenerateGLSLShader(GetEmbeddedResource(glsl_quadresolve_frag), shaderType, glslBaseVer);
|
|
|
|
DebugData.quadoverdrawResolveProg = CreateShaderProgram(vs, fs);
|
|
|
|
GL.glUseProgram(DebugData.quadoverdrawResolveProg);
|
|
|
|
GL.glUniform1i(GL.glGetUniformLocation(DebugData.quadoverdrawResolveProg, "overdrawImage"), 0);
|
|
}
|
|
else
|
|
{
|
|
RDCWARN(
|
|
"GL_ARB_shader_image_load_store/GL_ARB_gpu_shader5 not supported, disabling quad overdraw "
|
|
"feature.");
|
|
m_pDriver->AddDebugMessage(MessageCategory::Portability, MessageSeverity::Medium,
|
|
MessageSource::RuntimeWarning,
|
|
"GL_ARB_shader_image_load_store/GL_ARB_gpu_shader5 not supported, "
|
|
"disabling quad overdraw feature.");
|
|
}
|
|
|
|
fs = GenerateGLSLShader(GetEmbeddedResource(glsl_checkerboard_frag), shaderType, glslBaseVer);
|
|
DebugData.checkerProg = CreateShaderProgram(vs, fs);
|
|
|
|
BindUBO(DebugData.checkerProg, "CheckerboardUBOData", 0);
|
|
|
|
if(HasExt[ARB_geometry_shader4])
|
|
{
|
|
vs = GenerateGLSLShader(GetEmbeddedResource(glsl_mesh_vert), shaderType, glslBaseVer);
|
|
fs = GenerateGLSLShader(GetEmbeddedResource(glsl_trisize_frag), shaderType, glslBaseVer);
|
|
gs = GenerateGLSLShader(GetEmbeddedResource(glsl_trisize_geom), shaderType, glslBaseVer);
|
|
|
|
// create the shaders
|
|
GLuint vsShad = CreateShader(eGL_VERTEX_SHADER, vs);
|
|
GLuint trifsShad = CreateShader(eGL_FRAGMENT_SHADER, fs);
|
|
GLuint gsShad = CreateShader(eGL_GEOMETRY_SHADER, gs);
|
|
|
|
DebugData.trisizeProg = CreateMeshProgram(vsShad, trifsShad, gsShad);
|
|
|
|
// bind trisize-unique viewport size UBO
|
|
BindUBO(DebugData.trisizeProg, "ViewportSizeUBO", 2);
|
|
|
|
GL.glDeleteShader(trifsShad);
|
|
GL.glDeleteShader(gsShad);
|
|
|
|
// we have two fragment shaders, one that reads from the vs outputs and one that reads from the
|
|
// gs outputs
|
|
std::string vsfs =
|
|
GenerateGLSLShader(GetEmbeddedResource(glsl_mesh_frag), shaderType, glslBaseVer,
|
|
"#define SECONDARY_NAME vsout_secondary\n"
|
|
"#define NORM_NAME vsout_norm\n");
|
|
std::string gsfs =
|
|
GenerateGLSLShader(GetEmbeddedResource(glsl_mesh_frag), shaderType, glslBaseVer,
|
|
"#define SECONDARY_NAME gsout_secondary\n"
|
|
"#define NORM_NAME gsout_norm\n");
|
|
gs = GenerateGLSLShader(GetEmbeddedResource(glsl_mesh_geom), shaderType, glslBaseVer);
|
|
|
|
// recreate the shaders
|
|
GLuint vsfsShad = CreateShader(eGL_FRAGMENT_SHADER, vsfs);
|
|
GLuint gsfsShad = CreateShader(eGL_FRAGMENT_SHADER, gsfs);
|
|
gsShad = CreateShader(eGL_GEOMETRY_SHADER, gs);
|
|
|
|
DebugData.meshProg[0] = CreateMeshProgram(vsShad, vsfsShad);
|
|
DebugData.meshgsProg[0] = CreateMeshProgram(vsShad, gsfsShad, gsShad);
|
|
|
|
if(HasExt[ARB_gpu_shader_fp64] && HasExt[ARB_vertex_attrib_64bit])
|
|
{
|
|
std::string extensions =
|
|
"#extension GL_ARB_gpu_shader_fp64 : require\n"
|
|
"#extension GL_ARB_vertex_attrib_64bit : require\n";
|
|
|
|
// position only dvec4
|
|
vs = GenerateGLSLShader(GetEmbeddedResource(glsl_mesh_vert), shaderType, glslBaseVer,
|
|
extensions + "#define POSITION_TYPE dvec4\n");
|
|
|
|
// delete old shader and recreate with new source
|
|
GL.glDeleteShader(vsShad);
|
|
vsShad = CreateShader(eGL_VERTEX_SHADER, vs);
|
|
|
|
DebugData.meshProg[1] = CreateMeshProgram(vsShad, vsfsShad);
|
|
DebugData.meshgsProg[1] = CreateMeshProgram(vsShad, gsfsShad, gsShad);
|
|
|
|
// secondary only dvec4
|
|
vs = GenerateGLSLShader(GetEmbeddedResource(glsl_mesh_vert), shaderType, glslBaseVer,
|
|
extensions + "#define SECONDARY_TYPE dvec4\n");
|
|
|
|
// delete old shader and recreate with new source
|
|
GL.glDeleteShader(vsShad);
|
|
vsShad = CreateShader(eGL_VERTEX_SHADER, vs);
|
|
|
|
DebugData.meshProg[2] = CreateMeshProgram(vsShad, vsfsShad);
|
|
DebugData.meshgsProg[2] = CreateMeshProgram(vsShad, gsfsShad, gsShad);
|
|
|
|
// both dvec4
|
|
vs = GenerateGLSLShader(GetEmbeddedResource(glsl_mesh_vert), shaderType, glslBaseVer,
|
|
extensions +
|
|
"#define POSITION_TYPE dvec4\n"
|
|
"#define SECONDARY_TYPE dvec4\n");
|
|
|
|
// delete old shader and recreate with new source
|
|
GL.glDeleteShader(vsShad);
|
|
vsShad = CreateShader(eGL_VERTEX_SHADER, vs);
|
|
|
|
DebugData.meshProg[3] = CreateMeshProgram(vsShad, vsfsShad);
|
|
DebugData.meshgsProg[3] = CreateMeshProgram(vsShad, gsfsShad, gsShad);
|
|
}
|
|
else
|
|
{
|
|
// we don't warn about the lack of double support, assuming that if the driver doesn't support
|
|
// it then it's highly unlikely that the capture uses it.
|
|
DebugData.meshProg[1] = DebugData.meshProg[2] = DebugData.meshProg[3] = 0;
|
|
DebugData.meshgsProg[1] = DebugData.meshgsProg[2] = DebugData.meshgsProg[3] = 0;
|
|
}
|
|
|
|
GL.glDeleteShader(vsShad);
|
|
GL.glDeleteShader(vsfsShad);
|
|
GL.glDeleteShader(gsfsShad);
|
|
GL.glDeleteShader(gsShad);
|
|
}
|
|
else
|
|
{
|
|
vs = GenerateGLSLShader(GetEmbeddedResource(glsl_mesh_vert), shaderType, glslBaseVer);
|
|
|
|
// without a geometry shader, the fragment shader always reads from vs outputs
|
|
fs = GenerateGLSLShader(GetEmbeddedResource(glsl_mesh_frag), shaderType, glslBaseVer,
|
|
"#define SECONDARY_NAME vsout_secondary\n"
|
|
"#define NORM_NAME vsout_norm\n");
|
|
|
|
// create the shaders
|
|
GLuint vsShad = CreateShader(eGL_VERTEX_SHADER, vs);
|
|
GLuint fsShad = CreateShader(eGL_FRAGMENT_SHADER, fs);
|
|
|
|
DebugData.meshProg[0] = CreateMeshProgram(vsShad, fsShad);
|
|
RDCEraseEl(DebugData.meshgsProg);
|
|
DebugData.trisizeProg = 0;
|
|
|
|
const char *warning_msg =
|
|
"GL_ARB_geometry_shader4/GL_EXT_geometry_shader not supported, disabling triangle size and "
|
|
"lit solid shading feature.";
|
|
RDCWARN(warning_msg);
|
|
m_pDriver->AddDebugMessage(MessageCategory::Portability, MessageSeverity::Medium,
|
|
MessageSource::RuntimeWarning, warning_msg);
|
|
|
|
if(HasExt[ARB_gpu_shader_fp64] && HasExt[ARB_vertex_attrib_64bit])
|
|
{
|
|
std::string extensions =
|
|
"#extension GL_ARB_gpu_shader_fp64 : require\n"
|
|
"#extension GL_ARB_vertex_attrib_64bit : require\n";
|
|
|
|
// position only dvec4
|
|
vs = GenerateGLSLShader(GetEmbeddedResource(glsl_mesh_vert), shaderType, glslBaseVer,
|
|
extensions + "#define POSITION_TYPE dvec4");
|
|
|
|
// delete old shader and recreate with new source
|
|
GL.glDeleteShader(vsShad);
|
|
vsShad = CreateShader(eGL_VERTEX_SHADER, vs);
|
|
|
|
DebugData.meshProg[1] = CreateMeshProgram(vsShad, fsShad);
|
|
|
|
// secondary only dvec4
|
|
vs = GenerateGLSLShader(GetEmbeddedResource(glsl_mesh_vert), shaderType, glslBaseVer,
|
|
extensions + "#define SECONDARY_TYPE dvec4");
|
|
|
|
// delete old shader and recreate with new source
|
|
GL.glDeleteShader(vsShad);
|
|
vsShad = CreateShader(eGL_VERTEX_SHADER, vs);
|
|
|
|
DebugData.meshProg[2] = CreateMeshProgram(vsShad, fsShad);
|
|
|
|
// both dvec4
|
|
vs = GenerateGLSLShader(GetEmbeddedResource(glsl_mesh_vert), shaderType, glslBaseVer,
|
|
extensions +
|
|
"#define POSITION_TYPE dvec4\n"
|
|
"#define SECONDARY_TYPE dvec4");
|
|
|
|
// delete old shader and recreate with new source
|
|
GL.glDeleteShader(vsShad);
|
|
vsShad = CreateShader(eGL_VERTEX_SHADER, vs);
|
|
|
|
DebugData.meshProg[3] = CreateMeshProgram(vsShad, fsShad);
|
|
}
|
|
else
|
|
{
|
|
// we don't warn about the lack of double support, assuming that if the driver doesn't support
|
|
// it then it's highly unlikely that the capture uses it.
|
|
DebugData.meshProg[1] = DebugData.meshProg[2] = DebugData.meshProg[3] = 0;
|
|
}
|
|
|
|
GL.glDeleteShader(vsShad);
|
|
GL.glDeleteShader(fsShad);
|
|
}
|
|
|
|
RenderDoc::Inst().SetProgress(LoadProgress::DebugManagerInit, 0.4f);
|
|
|
|
drv.glGenBuffers(ARRAY_COUNT(DebugData.UBOs), DebugData.UBOs);
|
|
for(size_t i = 0; i < ARRAY_COUNT(DebugData.UBOs); i++)
|
|
{
|
|
drv.glBindBuffer(eGL_UNIFORM_BUFFER, DebugData.UBOs[i]);
|
|
drv.glNamedBufferDataEXT(DebugData.UBOs[i], 2048, NULL, eGL_DYNAMIC_DRAW);
|
|
RDCCOMPILE_ASSERT(sizeof(TexDisplayUBOData) <= 2048, "UBO too small");
|
|
RDCCOMPILE_ASSERT(sizeof(FontUBOData) <= 2048, "UBO too small");
|
|
RDCCOMPILE_ASSERT(sizeof(HistogramUBOData) <= 2048, "UBO too small");
|
|
}
|
|
|
|
DebugData.overlayTexWidth = DebugData.overlayTexHeight = DebugData.overlayTexSamples = 0;
|
|
DebugData.overlayTex = DebugData.overlayFBO = 0;
|
|
|
|
DebugData.overlayProg = 0;
|
|
|
|
drv.glGenFramebuffers(1, &DebugData.customFBO);
|
|
drv.glBindFramebuffer(eGL_FRAMEBUFFER, DebugData.customFBO);
|
|
DebugData.customTex = 0;
|
|
|
|
drv.glGenFramebuffers(1, &DebugData.pickPixelFBO);
|
|
drv.glBindFramebuffer(eGL_FRAMEBUFFER, DebugData.pickPixelFBO);
|
|
|
|
if(HasExt[ARB_texture_buffer_object])
|
|
{
|
|
drv.glGenBuffers(1, &DebugData.dummyTexBufferStore);
|
|
drv.glBindBuffer(eGL_TEXTURE_BUFFER, DebugData.dummyTexBufferStore);
|
|
drv.glNamedBufferDataEXT(DebugData.dummyTexBufferStore, 32, NULL, eGL_STATIC_DRAW);
|
|
drv.glBindBuffer(eGL_TEXTURE_BUFFER, 0);
|
|
|
|
drv.glGenTextures(1, &DebugData.dummyTexBuffer);
|
|
drv.glBindTexture(eGL_TEXTURE_BUFFER, DebugData.dummyTexBuffer);
|
|
drv.glTextureBufferEXT(DebugData.dummyTexBuffer, eGL_TEXTURE_BUFFER, eGL_RGBA32F,
|
|
DebugData.dummyTexBufferStore);
|
|
drv.glBindTexture(eGL_TEXTURE_BUFFER, 0);
|
|
}
|
|
else
|
|
{
|
|
DebugData.dummyTexBuffer = DebugData.dummyTexBufferStore = 0;
|
|
}
|
|
|
|
drv.glGenTextures(1, &DebugData.pickPixelTex);
|
|
drv.glBindTexture(eGL_TEXTURE_2D, DebugData.pickPixelTex);
|
|
|
|
drv.glTextureImage2DEXT(DebugData.pickPixelTex, eGL_TEXTURE_2D, 0, eGL_RGBA32F, 1, 1, 0, eGL_RGBA,
|
|
eGL_FLOAT, NULL);
|
|
drv.glTexParameteri(eGL_TEXTURE_2D, eGL_TEXTURE_MAX_LEVEL, 0);
|
|
drv.glTexParameteri(eGL_TEXTURE_2D, eGL_TEXTURE_MIN_FILTER, eGL_NEAREST);
|
|
drv.glTexParameteri(eGL_TEXTURE_2D, eGL_TEXTURE_MAG_FILTER, eGL_NEAREST);
|
|
drv.glTexParameteri(eGL_TEXTURE_2D, eGL_TEXTURE_WRAP_S, eGL_CLAMP_TO_EDGE);
|
|
drv.glTexParameteri(eGL_TEXTURE_2D, eGL_TEXTURE_WRAP_T, eGL_CLAMP_TO_EDGE);
|
|
drv.glFramebufferTexture2D(eGL_FRAMEBUFFER, eGL_COLOR_ATTACHMENT0, eGL_TEXTURE_2D,
|
|
DebugData.pickPixelTex, 0);
|
|
|
|
drv.glGenVertexArrays(1, &DebugData.emptyVAO);
|
|
drv.glBindVertexArray(DebugData.emptyVAO);
|
|
|
|
RenderDoc::Inst().SetProgress(LoadProgress::DebugManagerInit, 0.6f);
|
|
|
|
if(HasExt[ARB_compute_shader] && !HasExt[ARB_shading_language_420pack])
|
|
{
|
|
RDCERR(
|
|
"GL implementation has ARB_compute_shader but not ARB_shading_language_420pack! "
|
|
"Compute shaders won't compile successfully.");
|
|
}
|
|
|
|
// histogram/minmax data
|
|
{
|
|
RDCEraseEl(DebugData.minmaxTileProgram);
|
|
RDCEraseEl(DebugData.histogramProgram);
|
|
RDCEraseEl(DebugData.minmaxResultProgram);
|
|
|
|
RDCCOMPILE_ASSERT(
|
|
ARRAY_COUNT(DebugData.minmaxTileProgram) >= (TEXDISPLAY_SINT_TEX | TEXDISPLAY_TYPEMASK) + 1,
|
|
"not enough programs");
|
|
|
|
if(HasExt[ARB_compute_shader] && HasExt[ARB_shader_storage_buffer_object])
|
|
{
|
|
for(int t = 1; t <= RESTYPE_TEXTYPEMAX; t++)
|
|
{
|
|
// float, uint, sint
|
|
for(int i = 0; i < 3; i++)
|
|
{
|
|
int idx = t;
|
|
if(i == 1)
|
|
idx |= TEXDISPLAY_UINT_TEX;
|
|
if(i == 2)
|
|
idx |= TEXDISPLAY_SINT_TEX;
|
|
|
|
{
|
|
std::string defines;
|
|
defines += std::string("#define SHADER_RESTYPE ") + ToStr(t) + "\n";
|
|
defines += std::string("#define UINT_TEX ") + (i == 1 ? "1" : "0") + "\n";
|
|
defines += std::string("#define SINT_TEX ") + (i == 2 ? "1" : "0") + "\n";
|
|
defines += texSampleDefines;
|
|
|
|
cs = GenerateGLSLShader(GetEmbeddedResource(glsl_minmaxtile_comp), shaderType,
|
|
glslCSVer, defines);
|
|
|
|
DebugData.minmaxTileProgram[idx] = CreateCShaderProgram(cs);
|
|
|
|
BindUBO(DebugData.minmaxTileProgram[idx], "HistogramUBOData", 2);
|
|
ConfigureTexDisplayProgramBindings(DebugData.minmaxTileProgram[idx]);
|
|
}
|
|
|
|
{
|
|
std::string defines;
|
|
defines += std::string("#define SHADER_RESTYPE ") + ToStr(t) + "\n";
|
|
defines += std::string("#define UINT_TEX ") + (i == 1 ? "1" : "0") + "\n";
|
|
defines += std::string("#define SINT_TEX ") + (i == 2 ? "1" : "0") + "\n";
|
|
defines += texSampleDefines;
|
|
|
|
cs = GenerateGLSLShader(GetEmbeddedResource(glsl_histogram_comp), shaderType, glslCSVer,
|
|
defines);
|
|
|
|
DebugData.histogramProgram[idx] = CreateCShaderProgram(cs);
|
|
|
|
BindUBO(DebugData.histogramProgram[idx], "HistogramUBOData", 2);
|
|
ConfigureTexDisplayProgramBindings(DebugData.histogramProgram[idx]);
|
|
}
|
|
|
|
if(t == 1)
|
|
{
|
|
std::string defines;
|
|
defines += std::string("#define SHADER_RESTYPE ") + ToStr(t) + "\n";
|
|
defines += std::string("#define UINT_TEX ") + (i == 1 ? "1" : "0") + "\n";
|
|
defines += std::string("#define SINT_TEX ") + (i == 2 ? "1" : "0") + "\n";
|
|
|
|
cs = GenerateGLSLShader(GetEmbeddedResource(glsl_minmaxresult_comp), shaderType,
|
|
glslCSVer, defines);
|
|
|
|
DebugData.minmaxResultProgram[i] = CreateCShaderProgram(cs);
|
|
|
|
BindUBO(DebugData.minmaxResultProgram[i], "HistogramUBOData", 2);
|
|
ConfigureTexDisplayProgramBindings(DebugData.minmaxResultProgram[i]);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
RDCWARN(
|
|
"GL_ARB_compute_shader or ARB_shader_storage_buffer_object not supported, disabling "
|
|
"min/max and histogram features.");
|
|
m_pDriver->AddDebugMessage(MessageCategory::Portability, MessageSeverity::Medium,
|
|
MessageSource::RuntimeWarning,
|
|
"GL_ARB_compute_shader or ARB_shader_storage_buffer_object not "
|
|
"supported, disabling min/max and histogram features.");
|
|
}
|
|
|
|
drv.glGenBuffers(1, &DebugData.minmaxTileResult);
|
|
drv.glGenBuffers(1, &DebugData.minmaxResult);
|
|
drv.glGenBuffers(1, &DebugData.histogramBuf);
|
|
|
|
const uint32_t maxTexDim = 16384;
|
|
const uint32_t blockPixSize = HGRAM_PIXELS_PER_TILE * HGRAM_TILES_PER_BLOCK;
|
|
const uint32_t maxBlocksNeeded = (maxTexDim * maxTexDim) / (blockPixSize * blockPixSize);
|
|
|
|
const size_t byteSize =
|
|
2 * sizeof(Vec4f) * HGRAM_TILES_PER_BLOCK * HGRAM_TILES_PER_BLOCK * maxBlocksNeeded;
|
|
|
|
drv.glNamedBufferDataEXT(DebugData.minmaxTileResult, byteSize, NULL, eGL_DYNAMIC_DRAW);
|
|
drv.glNamedBufferDataEXT(DebugData.minmaxResult, sizeof(Vec4f) * 2, NULL, eGL_DYNAMIC_READ);
|
|
drv.glNamedBufferDataEXT(DebugData.histogramBuf, sizeof(uint32_t) * HGRAM_NUM_BUCKETS, NULL,
|
|
eGL_DYNAMIC_READ);
|
|
}
|
|
|
|
if(HasExt[ARB_compute_shader] && HasExt[ARB_shader_image_load_store] &&
|
|
HasExt[ARB_texture_multisample])
|
|
{
|
|
cs = GenerateGLSLShader(GetEmbeddedResource(glsl_ms2array_comp), shaderType, glslCSVer);
|
|
DebugData.MS2Array = CreateCShaderProgram(cs);
|
|
|
|
// GLES doesn't have multisampled image load/store even with any extension
|
|
DebugData.Array2MS = 0;
|
|
if(!IsGLES)
|
|
{
|
|
cs = GenerateGLSLShader(GetEmbeddedResource(glsl_array2ms_comp), shaderType, glslCSVer);
|
|
DebugData.Array2MS = CreateCShaderProgram(cs);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
DebugData.MS2Array = 0;
|
|
DebugData.Array2MS = 0;
|
|
RDCWARN(
|
|
"GL_ARB_compute_shader or ARB_shader_image_load_store or ARB_texture_multisample not "
|
|
"supported, disabling 2DMS save/load.");
|
|
m_pDriver->AddDebugMessage(MessageCategory::Portability, MessageSeverity::Medium,
|
|
MessageSource::RuntimeWarning,
|
|
"GL_ARB_compute_shader or ARB_shader_image_load_store not "
|
|
"supported, disabling 2DMS save/load.");
|
|
}
|
|
|
|
DebugData.DepthArray2MS = DebugData.DepthMS2Array = 0;
|
|
|
|
if(HasExt[ARB_texture_multisample])
|
|
{
|
|
vs = GenerateGLSLShader(GetEmbeddedResource(glsl_blit_vert), shaderType, glslBaseVer);
|
|
|
|
fs = GenerateGLSLShader(GetEmbeddedResource(glsl_depthms2arr_frag), shaderType, glslBaseVer);
|
|
DebugData.DepthMS2Array = CreateShaderProgram(vs, fs);
|
|
|
|
GL.glUseProgram(DebugData.DepthMS2Array);
|
|
|
|
GL.glUniform1i(GL.glGetUniformLocation(DebugData.DepthMS2Array, "srcDepthMS"), 0);
|
|
GL.glUniform1i(GL.glGetUniformLocation(DebugData.DepthMS2Array, "srcStencilMS"), 1);
|
|
|
|
fs = GenerateGLSLShader(GetEmbeddedResource(glsl_deptharr2ms_frag), shaderType, glslBaseVer);
|
|
DebugData.DepthArray2MS = CreateShaderProgram(vs, fs);
|
|
|
|
GL.glUseProgram(DebugData.DepthArray2MS);
|
|
|
|
GL.glUniform1i(GL.glGetUniformLocation(DebugData.DepthArray2MS, "srcDepthArray"), 0);
|
|
GL.glUniform1i(GL.glGetUniformLocation(DebugData.DepthArray2MS, "srcStencilArray"), 1);
|
|
}
|
|
else
|
|
{
|
|
DebugData.MS2Array = 0;
|
|
DebugData.Array2MS = 0;
|
|
RDCWARN("GL_ARB_texture_multisample not supported, disabling 2DMS depth-stencil save/load.");
|
|
m_pDriver->AddDebugMessage(
|
|
MessageCategory::Portability, MessageSeverity::Medium, MessageSource::RuntimeWarning,
|
|
"GL_ARB_texture_multisample not supported, disabling 2DMS depth-stencil save/load.");
|
|
}
|
|
|
|
if(HasExt[ARB_compute_shader])
|
|
{
|
|
cs = GenerateGLSLShader(GetEmbeddedResource(glsl_mesh_comp), shaderType, glslCSVer);
|
|
DebugData.meshPickProgram = CreateCShaderProgram(cs);
|
|
|
|
BindUBO(DebugData.meshPickProgram, "MeshPickUBOData", 0);
|
|
}
|
|
else
|
|
{
|
|
DebugData.meshPickProgram = 0;
|
|
RDCWARN("GL_ARB_compute_shader not supported, disabling mesh picking.");
|
|
m_pDriver->AddDebugMessage(MessageCategory::Portability, MessageSeverity::Medium,
|
|
MessageSource::RuntimeWarning,
|
|
"GL_ARB_compute_shader not supported, disabling mesh picking.");
|
|
}
|
|
|
|
RenderDoc::Inst().SetProgress(LoadProgress::DebugManagerInit, 0.8f);
|
|
|
|
DebugData.pickResultBuf = 0;
|
|
|
|
if(DebugData.meshPickProgram)
|
|
{
|
|
drv.glGenBuffers(1, &DebugData.pickResultBuf);
|
|
drv.glBindBuffer(eGL_SHADER_STORAGE_BUFFER, DebugData.pickResultBuf);
|
|
drv.glNamedBufferDataEXT(DebugData.pickResultBuf,
|
|
sizeof(Vec4f) * DebugRenderData::maxMeshPicks + sizeof(uint32_t) * 4,
|
|
NULL, eGL_DYNAMIC_READ);
|
|
|
|
// sized/created on demand
|
|
DebugData.pickVBBuf = DebugData.pickIBBuf = 0;
|
|
DebugData.pickVBSize = DebugData.pickIBSize = 0;
|
|
}
|
|
|
|
drv.glGenVertexArrays(1, &DebugData.meshVAO);
|
|
drv.glBindVertexArray(DebugData.meshVAO);
|
|
|
|
drv.glGenBuffers(1, &DebugData.axisFrustumBuffer);
|
|
drv.glBindBuffer(eGL_ARRAY_BUFFER, DebugData.axisFrustumBuffer);
|
|
|
|
Vec3f TLN = Vec3f(-1.0f, 1.0f, 0.0f); // TopLeftNear, etc...
|
|
Vec3f TRN = Vec3f(1.0f, 1.0f, 0.0f);
|
|
Vec3f BLN = Vec3f(-1.0f, -1.0f, 0.0f);
|
|
Vec3f BRN = Vec3f(1.0f, -1.0f, 0.0f);
|
|
|
|
Vec3f TLF = Vec3f(-1.0f, 1.0f, 1.0f);
|
|
Vec3f TRF = Vec3f(1.0f, 1.0f, 1.0f);
|
|
Vec3f BLF = Vec3f(-1.0f, -1.0f, 1.0f);
|
|
Vec3f BRF = Vec3f(1.0f, -1.0f, 1.0f);
|
|
|
|
Vec3f axisFrustum[] = {
|
|
// axis marker vertices
|
|
Vec3f(0.0f, 0.0f, 0.0f), Vec3f(1.0f, 0.0f, 0.0f), Vec3f(0.0f, 0.0f, 0.0f),
|
|
Vec3f(0.0f, 1.0f, 0.0f), Vec3f(0.0f, 0.0f, 0.0f), Vec3f(0.0f, 0.0f, 1.0f),
|
|
|
|
// frustum vertices
|
|
TLN, TRN, TRN, BRN, BRN, BLN, BLN, TLN,
|
|
|
|
TLN, TLF, TRN, TRF, BLN, BLF, BRN, BRF,
|
|
|
|
TLF, TRF, TRF, BRF, BRF, BLF, BLF, TLF,
|
|
};
|
|
|
|
drv.glNamedBufferDataEXT(DebugData.axisFrustumBuffer, sizeof(axisFrustum), axisFrustum,
|
|
eGL_STATIC_DRAW);
|
|
|
|
drv.glGenVertexArrays(1, &DebugData.axisVAO);
|
|
drv.glBindVertexArray(DebugData.axisVAO);
|
|
drv.glVertexAttribPointer(0, 3, eGL_FLOAT, GL_FALSE, sizeof(Vec3f), NULL);
|
|
drv.glEnableVertexAttribArray(0);
|
|
|
|
drv.glGenVertexArrays(1, &DebugData.frustumVAO);
|
|
drv.glBindVertexArray(DebugData.frustumVAO);
|
|
drv.glVertexAttribPointer(0, 3, eGL_FLOAT, GL_FALSE, sizeof(Vec3f),
|
|
(const void *)(sizeof(Vec3f) * 6));
|
|
drv.glEnableVertexAttribArray(0);
|
|
|
|
drv.glGenVertexArrays(1, &DebugData.triHighlightVAO);
|
|
drv.glBindVertexArray(DebugData.triHighlightVAO);
|
|
|
|
drv.glGenBuffers(1, &DebugData.triHighlightBuffer);
|
|
drv.glBindBuffer(eGL_ARRAY_BUFFER, DebugData.triHighlightBuffer);
|
|
|
|
drv.glNamedBufferDataEXT(DebugData.triHighlightBuffer, sizeof(Vec4f) * 24, NULL, eGL_DYNAMIC_DRAW);
|
|
|
|
drv.glVertexAttribPointer(0, 4, eGL_FLOAT, GL_FALSE, sizeof(Vec4f), NULL);
|
|
drv.glEnableVertexAttribArray(0);
|
|
|
|
MakeCurrentReplayContext(&m_ReplayCtx);
|
|
|
|
// try to identify the GPU we're running on.
|
|
{
|
|
RDCEraseEl(m_DriverInfo);
|
|
|
|
const char *vendor = (const char *)drv.glGetString(eGL_VENDOR);
|
|
const char *renderer = (const char *)drv.glGetString(eGL_RENDERER);
|
|
const char *version = (const char *)drv.glGetString(eGL_VERSION);
|
|
|
|
// we're just doing substring searches, so combine both for ease.
|
|
std::string combined = (vendor ? vendor : "");
|
|
combined += " ";
|
|
combined += (renderer ? renderer : "");
|
|
|
|
// make lowercase, for case-insensitive matching, and add preceding/trailing space for easier
|
|
// 'word' matching
|
|
combined = " " + strlower(combined) + " ";
|
|
|
|
RDCDEBUG("Identifying vendor from '%s'", combined.c_str());
|
|
|
|
struct pattern
|
|
{
|
|
const char *search;
|
|
GPUVendor vendor;
|
|
} patterns[] = {
|
|
{" arm ", GPUVendor::ARM},
|
|
{" mali ", GPUVendor::ARM},
|
|
{" mali-", GPUVendor::ARM},
|
|
{" amd ", GPUVendor::AMD},
|
|
{"advanced micro devices", GPUVendor::AMD},
|
|
{"ati technologies", GPUVendor::AMD},
|
|
{"radeon", GPUVendor::AMD},
|
|
{"broadcom", GPUVendor::Broadcom},
|
|
{"imagination", GPUVendor::Imagination},
|
|
{"powervr", GPUVendor::Imagination},
|
|
{"intel", GPUVendor::Intel},
|
|
{"geforce", GPUVendor::nVidia},
|
|
{"quadro", GPUVendor::nVidia},
|
|
{"nouveau", GPUVendor::nVidia},
|
|
{"nvidia", GPUVendor::nVidia},
|
|
{"adreno", GPUVendor::Qualcomm},
|
|
{"qualcomm", GPUVendor::Qualcomm},
|
|
{"vivante", GPUVendor::Verisilicon},
|
|
{"llvmpipe", GPUVendor::Software},
|
|
{"softpipe", GPUVendor::Software},
|
|
{"bluestacks", GPUVendor::Software},
|
|
};
|
|
|
|
for(const pattern &p : patterns)
|
|
{
|
|
if(combined.find(p.search) != std::string::npos)
|
|
{
|
|
if(m_DriverInfo.vendor == GPUVendor::Unknown)
|
|
{
|
|
m_DriverInfo.vendor = p.vendor;
|
|
}
|
|
else
|
|
{
|
|
// either we already found this with another pattern, or we've identified two patterns and
|
|
// it's ambiguous. Keep the first one we found, arbitrarily, but print a warning.
|
|
if(m_DriverInfo.vendor != p.vendor)
|
|
{
|
|
RDCWARN("Already identified '%s' as %s, but now identified as %s", combined.c_str(),
|
|
ToStr(m_DriverInfo.vendor).c_str(), ToStr(p.vendor).c_str());
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
RDCDEBUG("Identified GPU vendor '%s'", ToStr(m_DriverInfo.vendor).c_str());
|
|
|
|
std::string versionString = version;
|
|
|
|
versionString += " / ";
|
|
versionString += renderer;
|
|
versionString += " / ";
|
|
versionString += vendor;
|
|
|
|
versionString.resize(RDCMIN(versionString.size(), ARRAY_COUNT(m_DriverInfo.version) - 1));
|
|
memcpy(m_DriverInfo.version, versionString.c_str(), versionString.size());
|
|
}
|
|
|
|
// these below need to be made on the replay context, as they are context-specific (not shared)
|
|
// and will be used on the replay context.
|
|
|
|
drv.glGenTransformFeedbacks(1, &DebugData.feedbackObj);
|
|
drv.glGenBuffers(1, &DebugData.feedbackBuffer);
|
|
DebugData.feedbackQueries.push_back(0);
|
|
drv.glGenQueries(1, &DebugData.feedbackQueries[0]);
|
|
|
|
drv.glBindTransformFeedback(eGL_TRANSFORM_FEEDBACK, DebugData.feedbackObj);
|
|
drv.glBindBuffer(eGL_TRANSFORM_FEEDBACK_BUFFER, DebugData.feedbackBuffer);
|
|
drv.glNamedBufferDataEXT(DebugData.feedbackBuffer, (GLsizeiptr)DebugData.feedbackBufferSize, NULL,
|
|
eGL_DYNAMIC_READ);
|
|
drv.glBindBufferBase(eGL_TRANSFORM_FEEDBACK_BUFFER, 0, DebugData.feedbackBuffer);
|
|
drv.glBindTransformFeedback(eGL_TRANSFORM_FEEDBACK, 0);
|
|
|
|
RenderDoc::Inst().SetProgress(LoadProgress::DebugManagerInit, 1.0f);
|
|
|
|
if(!HasExt[ARB_gpu_shader5])
|
|
{
|
|
RDCWARN(
|
|
"ARB_gpu_shader5 not supported, pixel picking and saving of integer textures may be "
|
|
"inaccurate.");
|
|
m_pDriver->AddDebugMessage(MessageCategory::Portability, MessageSeverity::Medium,
|
|
MessageSource::RuntimeWarning,
|
|
"ARB_gpu_shader5 not supported, pixel picking and saving of integer "
|
|
"textures may be inaccurate.");
|
|
|
|
m_Degraded = true;
|
|
}
|
|
|
|
if(!HasExt[ARB_stencil_texturing])
|
|
{
|
|
RDCWARN("ARB_stencil_texturing not supported, stencil values will not be displayed or picked.");
|
|
m_pDriver->AddDebugMessage(
|
|
MessageCategory::Portability, MessageSeverity::Medium, MessageSource::RuntimeWarning,
|
|
"ARB_stencil_texturing not supported, stencil values will not be displayed or picked.");
|
|
|
|
m_Degraded = true;
|
|
}
|
|
|
|
if(!HasExt[ARB_shader_image_load_store] || !HasExt[ARB_compute_shader])
|
|
{
|
|
RDCWARN(
|
|
"Don't have shader image load/store or compute shaders, functionality will be degraded.");
|
|
m_Degraded = true;
|
|
}
|
|
|
|
#if ENABLED(RDOC_APPLE)
|
|
// temporary hack - just never consider apple degraded, since there's never going to be an
|
|
// improvement so there's no point warning users.
|
|
m_Degraded = false;
|
|
#endif
|
|
|
|
m_pDriver->PopInternalShader();
|
|
}
|
|
|
|
void GLReplay::DeleteDebugData()
|
|
{
|
|
WrappedOpenGL &drv = *m_pDriver;
|
|
|
|
MakeCurrentReplayContext(&m_ReplayCtx);
|
|
|
|
if(DebugData.overlayProg)
|
|
drv.glDeleteProgram(DebugData.overlayProg);
|
|
|
|
drv.glDeleteTransformFeedbacks(1, &DebugData.feedbackObj);
|
|
drv.glDeleteBuffers(1, &DebugData.feedbackBuffer);
|
|
drv.glDeleteQueries((GLsizei)DebugData.feedbackQueries.size(), DebugData.feedbackQueries.data());
|
|
|
|
MakeCurrentReplayContext(m_DebugCtx);
|
|
|
|
ClearPostVSCache();
|
|
|
|
drv.glDeleteFramebuffers(1, &DebugData.overlayFBO);
|
|
drv.glDeleteTextures(1, &DebugData.overlayTex);
|
|
|
|
if(DebugData.quadoverdrawFragShader)
|
|
drv.glDeleteShader(DebugData.quadoverdrawFragShader);
|
|
if(DebugData.quadoverdrawFragShaderSPIRV)
|
|
drv.glDeleteShader(DebugData.quadoverdrawFragShaderSPIRV);
|
|
if(DebugData.quadoverdrawResolveProg)
|
|
drv.glDeleteProgram(DebugData.quadoverdrawResolveProg);
|
|
|
|
if(DebugData.texDisplayVertexShader)
|
|
drv.glDeleteShader(DebugData.texDisplayVertexShader);
|
|
for(int i = 0; i < 3; i++)
|
|
if(DebugData.texDisplayProg[i])
|
|
drv.glDeleteProgram(DebugData.texDisplayProg[i]);
|
|
|
|
if(DebugData.checkerProg)
|
|
drv.glDeleteProgram(DebugData.checkerProg);
|
|
if(DebugData.fixedcolFragShader)
|
|
drv.glDeleteShader(DebugData.fixedcolFragShader);
|
|
if(DebugData.fixedcolFragShaderSPIRV)
|
|
drv.glDeleteShader(DebugData.fixedcolFragShaderSPIRV);
|
|
|
|
for(size_t i = 0; i < ARRAY_COUNT(DebugData.meshProg); i++)
|
|
{
|
|
if(DebugData.meshProg[i])
|
|
drv.glDeleteProgram(DebugData.meshProg[i]);
|
|
if(DebugData.meshgsProg[i])
|
|
drv.glDeleteProgram(DebugData.meshgsProg[i]);
|
|
}
|
|
if(DebugData.trisizeProg)
|
|
drv.glDeleteProgram(DebugData.trisizeProg);
|
|
|
|
drv.glDeleteBuffers(ARRAY_COUNT(DebugData.UBOs), DebugData.UBOs);
|
|
drv.glDeleteFramebuffers(1, &DebugData.pickPixelFBO);
|
|
drv.glDeleteTextures(1, &DebugData.pickPixelTex);
|
|
|
|
drv.glDeleteTextures(1, &DebugData.dummyTexBuffer);
|
|
drv.glDeleteBuffers(1, &DebugData.dummyTexBufferStore);
|
|
|
|
drv.glDeleteFramebuffers(1, &DebugData.customFBO);
|
|
drv.glDeleteTextures(1, &DebugData.customTex);
|
|
|
|
drv.glDeleteVertexArrays(1, &DebugData.emptyVAO);
|
|
|
|
for(int t = 1; t <= RESTYPE_TEXTYPEMAX; t++)
|
|
{
|
|
// float, uint, sint
|
|
for(int i = 0; i < 3; i++)
|
|
{
|
|
int idx = t;
|
|
if(i == 1)
|
|
idx |= TEXDISPLAY_UINT_TEX;
|
|
if(i == 2)
|
|
idx |= TEXDISPLAY_SINT_TEX;
|
|
|
|
if(DebugData.minmaxTileProgram[idx])
|
|
drv.glDeleteProgram(DebugData.minmaxTileProgram[idx]);
|
|
if(DebugData.histogramProgram[idx])
|
|
drv.glDeleteProgram(DebugData.histogramProgram[idx]);
|
|
|
|
if(t == 1)
|
|
{
|
|
if(DebugData.minmaxResultProgram[i])
|
|
drv.glDeleteProgram(DebugData.minmaxResultProgram[i]);
|
|
}
|
|
}
|
|
}
|
|
|
|
if(DebugData.meshPickProgram)
|
|
drv.glDeleteProgram(DebugData.meshPickProgram);
|
|
drv.glDeleteBuffers(1, &DebugData.pickIBBuf);
|
|
drv.glDeleteBuffers(1, &DebugData.pickVBBuf);
|
|
drv.glDeleteBuffers(1, &DebugData.pickResultBuf);
|
|
|
|
if(DebugData.Array2MS)
|
|
drv.glDeleteProgram(DebugData.Array2MS);
|
|
if(DebugData.MS2Array)
|
|
drv.glDeleteProgram(DebugData.MS2Array);
|
|
|
|
if(DebugData.DepthArray2MS)
|
|
drv.glDeleteProgram(DebugData.DepthArray2MS);
|
|
if(DebugData.DepthMS2Array)
|
|
drv.glDeleteProgram(DebugData.DepthMS2Array);
|
|
|
|
drv.glDeleteBuffers(1, &DebugData.minmaxTileResult);
|
|
drv.glDeleteBuffers(1, &DebugData.minmaxResult);
|
|
drv.glDeleteBuffers(1, &DebugData.histogramBuf);
|
|
|
|
drv.glDeleteVertexArrays(1, &DebugData.meshVAO);
|
|
drv.glDeleteVertexArrays(1, &DebugData.axisVAO);
|
|
drv.glDeleteVertexArrays(1, &DebugData.frustumVAO);
|
|
drv.glDeleteVertexArrays(1, &DebugData.triHighlightVAO);
|
|
|
|
drv.glDeleteBuffers(1, &DebugData.axisFrustumBuffer);
|
|
drv.glDeleteBuffers(1, &DebugData.triHighlightBuffer);
|
|
}
|
|
|
|
GLReplay::TextureSamplerState GLReplay::SetSamplerParams(GLenum target, GLuint texname,
|
|
TextureSamplerMode mode)
|
|
{
|
|
TextureSamplerState ret;
|
|
|
|
if(target == eGL_TEXTURE_BUFFER || target == eGL_TEXTURE_2D_MULTISAMPLE ||
|
|
target == eGL_TEXTURE_2D_MULTISAMPLE_ARRAY)
|
|
return ret;
|
|
|
|
// fetch previous texture sampler settings
|
|
GL.glGetTextureParameterivEXT(texname, target, eGL_TEXTURE_MIN_FILTER, (GLint *)&ret.minFilter);
|
|
GL.glGetTextureParameterivEXT(texname, target, eGL_TEXTURE_MAG_FILTER, (GLint *)&ret.magFilter);
|
|
GL.glGetTextureParameterivEXT(texname, target, eGL_TEXTURE_WRAP_S, (GLint *)&ret.wrapS);
|
|
GL.glGetTextureParameterivEXT(texname, target, eGL_TEXTURE_WRAP_T, (GLint *)&ret.wrapT);
|
|
GL.glGetTextureParameterivEXT(texname, target, eGL_TEXTURE_COMPARE_MODE, (GLint *)&ret.compareMode);
|
|
|
|
// disable depth comparison
|
|
GLenum compareMode = eGL_NONE;
|
|
GL.glTextureParameterivEXT(texname, target, eGL_TEXTURE_COMPARE_MODE, (GLint *)&compareMode);
|
|
|
|
// always want to clamp
|
|
GLenum param = eGL_CLAMP_TO_EDGE;
|
|
GL.glTextureParameterivEXT(texname, target, eGL_TEXTURE_WRAP_S, (GLint *)¶m);
|
|
GL.glTextureParameterivEXT(texname, target, eGL_TEXTURE_WRAP_T, (GLint *)¶m);
|
|
|
|
// depending on the mode, set min/mag filter
|
|
GLenum minFilter = eGL_NEAREST;
|
|
GLenum magFilter = eGL_NEAREST;
|
|
|
|
switch(mode)
|
|
{
|
|
case TextureSamplerMode::Point:
|
|
minFilter = eGL_NEAREST_MIPMAP_NEAREST;
|
|
magFilter = eGL_NEAREST;
|
|
break;
|
|
case TextureSamplerMode::PointNoMip:
|
|
minFilter = eGL_NEAREST;
|
|
magFilter = eGL_NEAREST;
|
|
break;
|
|
case TextureSamplerMode::Linear:
|
|
minFilter = eGL_LINEAR;
|
|
magFilter = eGL_LINEAR;
|
|
break;
|
|
}
|
|
|
|
GL.glTextureParameterivEXT(texname, target, eGL_TEXTURE_MIN_FILTER, (GLint *)&minFilter);
|
|
GL.glTextureParameterivEXT(texname, target, eGL_TEXTURE_MAG_FILTER, (GLint *)&magFilter);
|
|
|
|
return ret;
|
|
}
|
|
|
|
void GLReplay::RestoreSamplerParams(GLenum target, GLuint texname, TextureSamplerState state)
|
|
{
|
|
if(target == eGL_TEXTURE_BUFFER || target == eGL_TEXTURE_2D_MULTISAMPLE ||
|
|
target == eGL_TEXTURE_2D_MULTISAMPLE_ARRAY)
|
|
return;
|
|
|
|
GL.glTextureParameterivEXT(texname, target, eGL_TEXTURE_WRAP_S, (GLint *)&state.wrapS);
|
|
GL.glTextureParameterivEXT(texname, target, eGL_TEXTURE_WRAP_T, (GLint *)&state.wrapT);
|
|
GL.glTextureParameterivEXT(texname, target, eGL_TEXTURE_MIN_FILTER, (GLint *)&state.minFilter);
|
|
GL.glTextureParameterivEXT(texname, target, eGL_TEXTURE_MAG_FILTER, (GLint *)&state.magFilter);
|
|
GL.glTextureParameterivEXT(texname, target, eGL_TEXTURE_COMPARE_MODE, (GLint *)&state.compareMode);
|
|
}
|
|
|
|
bool GLReplay::GetMinMax(ResourceId texid, uint32_t sliceFace, uint32_t mip, uint32_t sample,
|
|
CompType typeHint, float *minval, float *maxval)
|
|
{
|
|
auto &texDetails = m_pDriver->m_Textures[texid];
|
|
|
|
if(!IsCompressedFormat(texDetails.internalFormat) &&
|
|
GetBaseFormat(texDetails.internalFormat) == eGL_DEPTH_STENCIL)
|
|
{
|
|
// for depth/stencil we need to run the code twice - once to fetch depth and once to fetch
|
|
// stencil - since we can't process float depth and int stencil at the same time
|
|
Vec4f depth[2] = {
|
|
{0.0f, 0.0f, 0.0f, 0.0f}, {1.0f, 1.0f, 1.0f, 1.0f},
|
|
};
|
|
Vec4u stencil[2] = {{0, 0, 0, 0}, {1, 1, 1, 1}};
|
|
|
|
bool success =
|
|
GetMinMax(texid, sliceFace, mip, sample, typeHint, false, &depth[0].x, &depth[1].x);
|
|
|
|
if(!success)
|
|
return false;
|
|
|
|
success = GetMinMax(texid, sliceFace, mip, sample, typeHint, true, (float *)&stencil[0].x,
|
|
(float *)&stencil[1].x);
|
|
|
|
if(!success)
|
|
return false;
|
|
|
|
// copy across into green channel, casting up to float, dividing by the range for this texture
|
|
float rangeScale = 1.0f;
|
|
switch(texDetails.internalFormat)
|
|
{
|
|
case eGL_STENCIL_INDEX1: rangeScale = 1.0f; break;
|
|
case eGL_STENCIL_INDEX4: rangeScale = 16.0f; break;
|
|
default:
|
|
RDCWARN("Unexpected raw format for stencil visualization");
|
|
// fall through
|
|
case eGL_DEPTH24_STENCIL8:
|
|
case eGL_DEPTH32F_STENCIL8:
|
|
case eGL_DEPTH_STENCIL:
|
|
case eGL_STENCIL_INDEX8: rangeScale = 255.0f; break;
|
|
case eGL_STENCIL_INDEX16: rangeScale = 65535.0f; break;
|
|
}
|
|
|
|
depth[0].y = float(stencil[0].x) / rangeScale;
|
|
depth[1].y = float(stencil[1].x) / rangeScale;
|
|
|
|
memcpy(minval, &depth[0].x, sizeof(depth[0]));
|
|
memcpy(maxval, &depth[1].x, sizeof(depth[1]));
|
|
|
|
return true;
|
|
}
|
|
|
|
return GetMinMax(texid, sliceFace, mip, sample, typeHint, false, minval, maxval);
|
|
}
|
|
|
|
bool GLReplay::GetMinMax(ResourceId texid, uint32_t sliceFace, uint32_t mip, uint32_t sample,
|
|
CompType typeHint, bool stencil, float *minval, float *maxval)
|
|
{
|
|
if(texid == ResourceId() || m_pDriver->m_Textures.find(texid) == m_pDriver->m_Textures.end())
|
|
return false;
|
|
|
|
if(!HasExt[ARB_compute_shader])
|
|
return false;
|
|
|
|
auto &texDetails = m_pDriver->m_Textures[texid];
|
|
|
|
TextureDescription details = GetTexture(texid);
|
|
|
|
int texSlot = 0;
|
|
int intIdx = 0;
|
|
|
|
bool renderbuffer = false;
|
|
|
|
switch(texDetails.curType)
|
|
{
|
|
case eGL_RENDERBUFFER:
|
|
texSlot = RESTYPE_TEX2D;
|
|
renderbuffer = true;
|
|
break;
|
|
case eGL_TEXTURE_1D: texSlot = RESTYPE_TEX1D; break;
|
|
default:
|
|
RDCWARN("Unexpected texture type");
|
|
// fall through
|
|
case eGL_TEXTURE_2D: texSlot = RESTYPE_TEX2D; break;
|
|
case eGL_TEXTURE_2D_MULTISAMPLE: texSlot = RESTYPE_TEX2DMS; break;
|
|
case eGL_TEXTURE_2D_MULTISAMPLE_ARRAY: texSlot = RESTYPE_TEX2DMSARRAY; break;
|
|
case eGL_TEXTURE_RECTANGLE: texSlot = RESTYPE_TEXRECT; break;
|
|
case eGL_TEXTURE_BUFFER: texSlot = RESTYPE_TEXBUFFER; break;
|
|
case eGL_TEXTURE_3D: texSlot = RESTYPE_TEX3D; break;
|
|
case eGL_TEXTURE_CUBE_MAP: texSlot = RESTYPE_TEXCUBE; break;
|
|
case eGL_TEXTURE_1D_ARRAY: texSlot = RESTYPE_TEX1DARRAY; break;
|
|
case eGL_TEXTURE_2D_ARRAY: texSlot = RESTYPE_TEX2DARRAY; break;
|
|
case eGL_TEXTURE_CUBE_MAP_ARRAY: texSlot = RESTYPE_TEXCUBEARRAY; break;
|
|
}
|
|
|
|
GLenum target = texDetails.curType;
|
|
GLuint texname = texDetails.resource.name;
|
|
|
|
// do blit from renderbuffer to texture, then sample from texture
|
|
if(renderbuffer)
|
|
{
|
|
// need replay context active to do blit (as FBOs aren't shared)
|
|
MakeCurrentReplayContext(&m_ReplayCtx);
|
|
|
|
GLuint curDrawFBO = 0;
|
|
GLuint curReadFBO = 0;
|
|
GL.glGetIntegerv(eGL_DRAW_FRAMEBUFFER_BINDING, (GLint *)&curDrawFBO);
|
|
GL.glGetIntegerv(eGL_READ_FRAMEBUFFER_BINDING, (GLint *)&curReadFBO);
|
|
|
|
GL.glBindFramebuffer(eGL_DRAW_FRAMEBUFFER, texDetails.renderbufferFBOs[1]);
|
|
GL.glBindFramebuffer(eGL_READ_FRAMEBUFFER, texDetails.renderbufferFBOs[0]);
|
|
|
|
SafeBlitFramebuffer(
|
|
0, 0, texDetails.width, texDetails.height, 0, 0, texDetails.width, texDetails.height,
|
|
GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT, eGL_NEAREST);
|
|
|
|
GL.glBindFramebuffer(eGL_DRAW_FRAMEBUFFER, curDrawFBO);
|
|
GL.glBindFramebuffer(eGL_READ_FRAMEBUFFER, curReadFBO);
|
|
|
|
texname = texDetails.renderbufferReadTex;
|
|
target = eGL_TEXTURE_2D;
|
|
}
|
|
|
|
MakeCurrentReplayContext(m_DebugCtx);
|
|
|
|
RDCGLenum dsTexMode = eGL_NONE;
|
|
if(IsDepthStencilFormat(texDetails.internalFormat))
|
|
{
|
|
if(stencil)
|
|
{
|
|
dsTexMode = eGL_STENCIL_INDEX;
|
|
intIdx = 1;
|
|
}
|
|
else
|
|
{
|
|
dsTexMode = eGL_DEPTH_COMPONENT;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if(details.format.compType == CompType::UInt)
|
|
intIdx = 1;
|
|
if(details.format.compType == CompType::SInt)
|
|
intIdx = 2;
|
|
}
|
|
|
|
GL.glBindBufferBase(eGL_UNIFORM_BUFFER, 2, DebugData.UBOs[0]);
|
|
HistogramUBOData *cdata =
|
|
(HistogramUBOData *)GL.glMapBufferRange(eGL_UNIFORM_BUFFER, 0, sizeof(HistogramUBOData),
|
|
GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT);
|
|
|
|
cdata->HistogramTextureResolution.x = (float)RDCMAX(details.width >> mip, 1U);
|
|
cdata->HistogramTextureResolution.y = (float)RDCMAX(details.height >> mip, 1U);
|
|
cdata->HistogramTextureResolution.z = (float)RDCMAX(details.depth >> mip, 1U);
|
|
if(texDetails.curType != eGL_TEXTURE_3D)
|
|
cdata->HistogramSlice = (float)sliceFace + 0.001f;
|
|
else
|
|
cdata->HistogramSlice = (float)(sliceFace >> mip);
|
|
cdata->HistogramMip = (int)mip;
|
|
cdata->HistogramNumSamples = texDetails.samples;
|
|
cdata->HistogramSample = (int)RDCCLAMP(sample, 0U, details.msSamp - 1);
|
|
if(sample == ~0U)
|
|
cdata->HistogramSample = -int(details.msSamp);
|
|
cdata->HistogramMin = 0.0f;
|
|
cdata->HistogramMax = 1.0f;
|
|
cdata->HistogramChannels = 0xf;
|
|
|
|
cdata->HistogramYUVDownsampleRate = {};
|
|
cdata->HistogramYUVAChannels = {};
|
|
|
|
int progIdx = texSlot;
|
|
|
|
if(intIdx == 1)
|
|
progIdx |= TEXDISPLAY_UINT_TEX;
|
|
if(intIdx == 2)
|
|
progIdx |= TEXDISPLAY_SINT_TEX;
|
|
|
|
int blocksX = (int)ceil(cdata->HistogramTextureResolution.x /
|
|
float(HGRAM_PIXELS_PER_TILE * HGRAM_TILES_PER_BLOCK));
|
|
int blocksY = (int)ceil(cdata->HistogramTextureResolution.y /
|
|
float(HGRAM_PIXELS_PER_TILE * HGRAM_TILES_PER_BLOCK));
|
|
|
|
GL.glUnmapBuffer(eGL_UNIFORM_BUFFER);
|
|
|
|
GL.glActiveTexture((RDCGLenum)(eGL_TEXTURE0 + texSlot));
|
|
GL.glBindTexture(target, texname);
|
|
|
|
TextureSamplerMode mode = TextureSamplerMode::Point;
|
|
|
|
if(texSlot == RESTYPE_TEXRECT || texSlot == RESTYPE_TEXBUFFER)
|
|
mode = TextureSamplerMode::PointNoMip;
|
|
|
|
TextureSamplerState prevSampState = SetSamplerParams(target, texname, mode);
|
|
|
|
GLint origDSTexMode = eGL_DEPTH_COMPONENT;
|
|
if(dsTexMode != eGL_NONE && HasExt[ARB_stencil_texturing])
|
|
{
|
|
GL.glGetTexParameteriv(target, eGL_DEPTH_STENCIL_TEXTURE_MODE, &origDSTexMode);
|
|
GL.glTexParameteri(target, eGL_DEPTH_STENCIL_TEXTURE_MODE, dsTexMode);
|
|
}
|
|
|
|
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)
|
|
{
|
|
GL.glGetTextureParameterivEXT(texname, target, eGL_TEXTURE_BASE_LEVEL, baseLevel);
|
|
GL.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 && texid != DebugData.CustomShaderTexID)
|
|
{
|
|
forcedparam[0] = 0;
|
|
GL.glTextureParameterivEXT(texname, target, eGL_TEXTURE_BASE_LEVEL, forcedparam);
|
|
forcedparam[0] = GLint(details.mips - 1);
|
|
GL.glTextureParameterivEXT(texname, target, eGL_TEXTURE_MAX_LEVEL, forcedparam);
|
|
}
|
|
else
|
|
{
|
|
maxlevel[0] = -1;
|
|
}
|
|
|
|
GL.glBindBufferBase(eGL_SHADER_STORAGE_BUFFER, 0, DebugData.minmaxTileResult);
|
|
|
|
GL.glUseProgram(DebugData.minmaxTileProgram[progIdx]);
|
|
GL.glDispatchCompute(blocksX, blocksY, 1);
|
|
|
|
GL.glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT);
|
|
|
|
GL.glBindBufferBase(eGL_SHADER_STORAGE_BUFFER, 0, DebugData.minmaxResult);
|
|
GL.glBindBufferBase(eGL_SHADER_STORAGE_BUFFER, 1, DebugData.minmaxTileResult);
|
|
|
|
GL.glUseProgram(DebugData.minmaxResultProgram[intIdx]);
|
|
GL.glDispatchCompute(1, 1, 1);
|
|
|
|
GL.glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT);
|
|
|
|
Vec4f minmax[2];
|
|
GL.glBindBuffer(eGL_COPY_READ_BUFFER, DebugData.minmaxResult);
|
|
GL.glGetBufferSubData(eGL_COPY_READ_BUFFER, 0, sizeof(minmax), minmax);
|
|
|
|
if(baseLevel[0] >= 0)
|
|
GL.glTextureParameterivEXT(texname, target, eGL_TEXTURE_BASE_LEVEL, baseLevel);
|
|
|
|
if(maxlevel[0] >= 0)
|
|
GL.glTextureParameterivEXT(texname, target, eGL_TEXTURE_MAX_LEVEL, maxlevel);
|
|
|
|
RestoreSamplerParams(target, texname, prevSampState);
|
|
|
|
minval[0] = minmax[0].x;
|
|
minval[1] = minmax[0].y;
|
|
minval[2] = minmax[0].z;
|
|
minval[3] = minmax[0].w;
|
|
|
|
maxval[0] = minmax[1].x;
|
|
maxval[1] = minmax[1].y;
|
|
maxval[2] = minmax[1].z;
|
|
maxval[3] = minmax[1].w;
|
|
|
|
if(dsTexMode != eGL_NONE && HasExt[ARB_stencil_texturing])
|
|
GL.glTexParameteri(target, eGL_DEPTH_STENCIL_TEXTURE_MODE, origDSTexMode);
|
|
|
|
return true;
|
|
}
|
|
|
|
bool GLReplay::GetHistogram(ResourceId texid, uint32_t sliceFace, uint32_t mip, uint32_t sample,
|
|
CompType typeHint, float minval, float maxval, bool channels[4],
|
|
std::vector<uint32_t> &histogram)
|
|
{
|
|
if(minval >= maxval || texid == ResourceId())
|
|
return false;
|
|
|
|
if(m_pDriver->m_Textures.find(texid) == m_pDriver->m_Textures.end())
|
|
return false;
|
|
|
|
if(!HasExt[ARB_compute_shader])
|
|
return false;
|
|
|
|
auto &texDetails = m_pDriver->m_Textures[texid];
|
|
|
|
TextureDescription details = GetTexture(texid);
|
|
|
|
int texSlot = 0;
|
|
int intIdx = 0;
|
|
|
|
bool renderbuffer = false;
|
|
|
|
switch(texDetails.curType)
|
|
{
|
|
case eGL_RENDERBUFFER:
|
|
texSlot = RESTYPE_TEX2D;
|
|
renderbuffer = true;
|
|
break;
|
|
case eGL_TEXTURE_1D: texSlot = RESTYPE_TEX1D; break;
|
|
default:
|
|
RDCWARN("Unexpected texture type");
|
|
// fall through
|
|
case eGL_TEXTURE_2D: texSlot = RESTYPE_TEX2D; break;
|
|
case eGL_TEXTURE_2D_MULTISAMPLE: texSlot = RESTYPE_TEX2DMS; break;
|
|
case eGL_TEXTURE_2D_MULTISAMPLE_ARRAY: texSlot = RESTYPE_TEX2DMSARRAY; break;
|
|
case eGL_TEXTURE_RECTANGLE: texSlot = RESTYPE_TEXRECT; break;
|
|
case eGL_TEXTURE_BUFFER: texSlot = RESTYPE_TEXBUFFER; break;
|
|
case eGL_TEXTURE_3D: texSlot = RESTYPE_TEX3D; break;
|
|
case eGL_TEXTURE_CUBE_MAP: texSlot = RESTYPE_TEXCUBE; break;
|
|
case eGL_TEXTURE_1D_ARRAY: texSlot = RESTYPE_TEX1DARRAY; break;
|
|
case eGL_TEXTURE_2D_ARRAY: texSlot = RESTYPE_TEX2DARRAY; break;
|
|
case eGL_TEXTURE_CUBE_MAP_ARRAY: texSlot = RESTYPE_TEXCUBEARRAY; break;
|
|
}
|
|
|
|
GLenum target = texDetails.curType;
|
|
GLuint texname = texDetails.resource.name;
|
|
|
|
// do blit from renderbuffer to texture, then sample from texture
|
|
if(renderbuffer)
|
|
{
|
|
// need replay context active to do blit (as FBOs aren't shared)
|
|
MakeCurrentReplayContext(&m_ReplayCtx);
|
|
|
|
GLuint curDrawFBO = 0;
|
|
GLuint curReadFBO = 0;
|
|
GL.glGetIntegerv(eGL_DRAW_FRAMEBUFFER_BINDING, (GLint *)&curDrawFBO);
|
|
GL.glGetIntegerv(eGL_READ_FRAMEBUFFER_BINDING, (GLint *)&curReadFBO);
|
|
|
|
GL.glBindFramebuffer(eGL_DRAW_FRAMEBUFFER, texDetails.renderbufferFBOs[1]);
|
|
GL.glBindFramebuffer(eGL_READ_FRAMEBUFFER, texDetails.renderbufferFBOs[0]);
|
|
|
|
SafeBlitFramebuffer(
|
|
0, 0, texDetails.width, texDetails.height, 0, 0, texDetails.width, texDetails.height,
|
|
GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT, eGL_NEAREST);
|
|
|
|
GL.glBindFramebuffer(eGL_DRAW_FRAMEBUFFER, curDrawFBO);
|
|
GL.glBindFramebuffer(eGL_READ_FRAMEBUFFER, curReadFBO);
|
|
|
|
texname = texDetails.renderbufferReadTex;
|
|
target = eGL_TEXTURE_2D;
|
|
}
|
|
|
|
MakeCurrentReplayContext(m_DebugCtx);
|
|
|
|
RDCGLenum dsTexMode = eGL_NONE;
|
|
if(IsDepthStencilFormat(texDetails.internalFormat))
|
|
{
|
|
// stencil-only, make sure we display it as such
|
|
if(texDetails.internalFormat == eGL_STENCIL_INDEX8)
|
|
{
|
|
channels[0] = false;
|
|
channels[1] = true;
|
|
channels[2] = false;
|
|
channels[3] = false;
|
|
}
|
|
|
|
// depth-only, make sure we display it as such
|
|
if(GetBaseFormat(texDetails.internalFormat) == eGL_DEPTH_COMPONENT)
|
|
{
|
|
channels[0] = true;
|
|
channels[1] = false;
|
|
channels[2] = false;
|
|
channels[3] = false;
|
|
}
|
|
|
|
if(!channels[0] && channels[1])
|
|
{
|
|
dsTexMode = eGL_STENCIL_INDEX;
|
|
|
|
// Stencil texture sampling is not normalized in OpenGL
|
|
intIdx = 1;
|
|
float rangeScale = 1.0f;
|
|
switch(texDetails.internalFormat)
|
|
{
|
|
case eGL_STENCIL_INDEX1: rangeScale = 1.0f; break;
|
|
case eGL_STENCIL_INDEX4: rangeScale = 16.0f; break;
|
|
default:
|
|
RDCWARN("Unexpected raw format for stencil visualization");
|
|
// fall through
|
|
case eGL_DEPTH24_STENCIL8:
|
|
case eGL_DEPTH32F_STENCIL8:
|
|
case eGL_DEPTH_STENCIL:
|
|
case eGL_STENCIL_INDEX8: rangeScale = 255.0f; break;
|
|
case eGL_STENCIL_INDEX16: rangeScale = 65535.0f; break;
|
|
}
|
|
minval *= rangeScale;
|
|
maxval *= rangeScale;
|
|
}
|
|
else
|
|
{
|
|
dsTexMode = eGL_DEPTH_COMPONENT;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if(details.format.compType == CompType::UInt)
|
|
intIdx = 1;
|
|
if(details.format.compType == CompType::SInt)
|
|
intIdx = 2;
|
|
}
|
|
|
|
GL.glBindBufferBase(eGL_UNIFORM_BUFFER, 2, DebugData.UBOs[0]);
|
|
HistogramUBOData *cdata =
|
|
(HistogramUBOData *)GL.glMapBufferRange(eGL_UNIFORM_BUFFER, 0, sizeof(HistogramUBOData),
|
|
GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT);
|
|
|
|
cdata->HistogramTextureResolution.x = (float)RDCMAX(details.width >> mip, 1U);
|
|
cdata->HistogramTextureResolution.y = (float)RDCMAX(details.height >> mip, 1U);
|
|
cdata->HistogramTextureResolution.z = (float)RDCMAX(details.depth >> mip, 1U);
|
|
if(texDetails.curType != eGL_TEXTURE_3D)
|
|
cdata->HistogramSlice = (float)sliceFace + 0.001f;
|
|
else
|
|
cdata->HistogramSlice = (float)(sliceFace >> mip);
|
|
cdata->HistogramMip = mip;
|
|
cdata->HistogramNumSamples = texDetails.samples;
|
|
cdata->HistogramSample = (int)RDCCLAMP(sample, 0U, details.msSamp - 1);
|
|
if(sample == ~0U)
|
|
cdata->HistogramSample = -int(details.msSamp);
|
|
cdata->HistogramMin = minval;
|
|
|
|
cdata->HistogramYUVDownsampleRate = {};
|
|
cdata->HistogramYUVAChannels = {};
|
|
|
|
// The calculation in the shader normalises each value between min and max, then multiplies by the
|
|
// number of buckets.
|
|
// But any value equal to HistogramMax must go into NUM_BUCKETS-1, so add a small delta.
|
|
cdata->HistogramMax = maxval + maxval * 1e-6f;
|
|
|
|
cdata->HistogramChannels = 0;
|
|
if(dsTexMode == eGL_NONE)
|
|
{
|
|
if(channels[0])
|
|
cdata->HistogramChannels |= 0x1;
|
|
if(channels[1])
|
|
cdata->HistogramChannels |= 0x2;
|
|
if(channels[2])
|
|
cdata->HistogramChannels |= 0x4;
|
|
if(channels[3])
|
|
cdata->HistogramChannels |= 0x8;
|
|
}
|
|
else
|
|
{
|
|
// Both depth and stencil texture mode use the red channel
|
|
cdata->HistogramChannels |= 0x1;
|
|
}
|
|
cdata->HistogramFlags = 0;
|
|
|
|
int progIdx = texSlot;
|
|
|
|
if(intIdx == 1)
|
|
progIdx |= TEXDISPLAY_UINT_TEX;
|
|
if(intIdx == 2)
|
|
progIdx |= TEXDISPLAY_SINT_TEX;
|
|
|
|
int blocksX = (int)ceil(cdata->HistogramTextureResolution.x /
|
|
float(HGRAM_PIXELS_PER_TILE * HGRAM_TILES_PER_BLOCK));
|
|
int blocksY = (int)ceil(cdata->HistogramTextureResolution.y /
|
|
float(HGRAM_PIXELS_PER_TILE * HGRAM_TILES_PER_BLOCK));
|
|
|
|
GL.glUnmapBuffer(eGL_UNIFORM_BUFFER);
|
|
|
|
GL.glActiveTexture((RDCGLenum)(eGL_TEXTURE0 + texSlot));
|
|
GL.glBindTexture(target, texname);
|
|
|
|
TextureSamplerMode mode = TextureSamplerMode::Point;
|
|
|
|
if(texSlot == RESTYPE_TEXRECT || texSlot == RESTYPE_TEXBUFFER)
|
|
mode = TextureSamplerMode::PointNoMip;
|
|
|
|
TextureSamplerState prevSampState = SetSamplerParams(target, texname, mode);
|
|
|
|
GLint origDSTexMode = eGL_DEPTH_COMPONENT;
|
|
if(dsTexMode != eGL_NONE && HasExt[ARB_stencil_texturing])
|
|
{
|
|
GL.glGetTexParameteriv(target, eGL_DEPTH_STENCIL_TEXTURE_MODE, &origDSTexMode);
|
|
GL.glTexParameteri(target, eGL_DEPTH_STENCIL_TEXTURE_MODE, dsTexMode);
|
|
}
|
|
|
|
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)
|
|
{
|
|
GL.glGetTextureParameterivEXT(texname, target, eGL_TEXTURE_BASE_LEVEL, baseLevel);
|
|
GL.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 && texid != DebugData.CustomShaderTexID)
|
|
{
|
|
forcedparam[0] = 0;
|
|
GL.glTextureParameterivEXT(texname, target, eGL_TEXTURE_BASE_LEVEL, forcedparam);
|
|
forcedparam[0] = GLint(details.mips - 1);
|
|
GL.glTextureParameterivEXT(texname, target, eGL_TEXTURE_MAX_LEVEL, forcedparam);
|
|
}
|
|
else
|
|
{
|
|
maxlevel[0] = -1;
|
|
}
|
|
|
|
GL.glBindBufferBase(eGL_SHADER_STORAGE_BUFFER, 0, DebugData.histogramBuf);
|
|
|
|
GLuint zero = 0;
|
|
GL.glClearBufferData(eGL_SHADER_STORAGE_BUFFER, eGL_R32UI, eGL_RED_INTEGER, eGL_UNSIGNED_INT,
|
|
&zero);
|
|
|
|
GL.glUseProgram(DebugData.histogramProgram[progIdx]);
|
|
GL.glDispatchCompute(blocksX, blocksY, 1);
|
|
|
|
GL.glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT);
|
|
|
|
histogram.clear();
|
|
histogram.resize(HGRAM_NUM_BUCKETS);
|
|
|
|
GL.glBindBuffer(eGL_COPY_READ_BUFFER, DebugData.histogramBuf);
|
|
GL.glGetBufferSubData(eGL_COPY_READ_BUFFER, 0, sizeof(uint32_t) * HGRAM_NUM_BUCKETS, &histogram[0]);
|
|
|
|
if(baseLevel[0] >= 0)
|
|
GL.glTextureParameterivEXT(texname, target, eGL_TEXTURE_BASE_LEVEL, baseLevel);
|
|
|
|
if(maxlevel[0] >= 0)
|
|
GL.glTextureParameterivEXT(texname, target, eGL_TEXTURE_MAX_LEVEL, maxlevel);
|
|
|
|
RestoreSamplerParams(target, texname, prevSampState);
|
|
|
|
if(dsTexMode != eGL_NONE && HasExt[ARB_stencil_texturing])
|
|
GL.glTexParameteri(target, eGL_DEPTH_STENCIL_TEXTURE_MODE, origDSTexMode);
|
|
|
|
return true;
|
|
}
|
|
|
|
uint32_t GLReplay::PickVertex(uint32_t eventId, int32_t width, int32_t height,
|
|
const MeshDisplay &cfg, uint32_t x, uint32_t y)
|
|
{
|
|
WrappedOpenGL &drv = *m_pDriver;
|
|
|
|
if(!HasExt[ARB_compute_shader])
|
|
return ~0U;
|
|
|
|
MakeCurrentReplayContext(m_DebugCtx);
|
|
|
|
drv.glUseProgram(DebugData.meshPickProgram);
|
|
|
|
Matrix4f projMat = Matrix4f::Perspective(90.0f, 0.1f, 100000.0f, float(width) / float(height));
|
|
|
|
Matrix4f camMat = cfg.cam ? ((Camera *)cfg.cam)->GetMatrix() : Matrix4f::Identity();
|
|
Matrix4f pickMVP = projMat.Mul(camMat);
|
|
|
|
Matrix4f pickMVPProj;
|
|
if(cfg.position.unproject)
|
|
{
|
|
// the derivation of the projection matrix might not be right (hell, it could be an
|
|
// orthographic projection). But it'll be close enough likely.
|
|
Matrix4f guessProj =
|
|
cfg.position.farPlane != FLT_MAX
|
|
? Matrix4f::Perspective(cfg.fov, cfg.position.nearPlane, cfg.position.farPlane, cfg.aspect)
|
|
: Matrix4f::ReversePerspective(cfg.fov, cfg.position.nearPlane, cfg.aspect);
|
|
|
|
if(cfg.ortho)
|
|
guessProj = Matrix4f::Orthographic(cfg.position.nearPlane, cfg.position.farPlane);
|
|
|
|
pickMVPProj = projMat.Mul(camMat.Mul(guessProj.Inverse()));
|
|
}
|
|
|
|
vec3 rayPos;
|
|
vec3 rayDir;
|
|
// convert mouse pos to world space ray
|
|
{
|
|
Matrix4f inversePickMVP = pickMVP.Inverse();
|
|
|
|
float pickX = ((float)x) / ((float)width);
|
|
float pickXCanonical = RDCLERP(-1.0f, 1.0f, pickX);
|
|
|
|
float pickY = ((float)y) / ((float)height);
|
|
// flip the Y axis
|
|
float pickYCanonical = RDCLERP(1.0f, -1.0f, pickY);
|
|
|
|
vec3 cameraToWorldNearPosition =
|
|
inversePickMVP.Transform(Vec3f(pickXCanonical, pickYCanonical, -1), 1);
|
|
|
|
vec3 cameraToWorldFarPosition =
|
|
inversePickMVP.Transform(Vec3f(pickXCanonical, pickYCanonical, 1), 1);
|
|
|
|
vec3 testDir = (cameraToWorldFarPosition - cameraToWorldNearPosition);
|
|
testDir.Normalise();
|
|
|
|
// Calculate the ray direction first in the regular way (above), so we can use the
|
|
// the output for testing if the ray we are picking is negative or not. This is similar
|
|
// to checking against the forward direction of the camera, but more robust
|
|
if(cfg.position.unproject)
|
|
{
|
|
Matrix4f inversePickMVPGuess = pickMVPProj.Inverse();
|
|
|
|
vec3 nearPosProj = inversePickMVPGuess.Transform(Vec3f(pickXCanonical, pickYCanonical, -1), 1);
|
|
|
|
vec3 farPosProj = inversePickMVPGuess.Transform(Vec3f(pickXCanonical, pickYCanonical, 1), 1);
|
|
|
|
rayDir = (farPosProj - nearPosProj);
|
|
rayDir.Normalise();
|
|
|
|
if(testDir.z < 0)
|
|
{
|
|
rayDir = -rayDir;
|
|
}
|
|
rayPos = nearPosProj;
|
|
}
|
|
else
|
|
{
|
|
rayDir = testDir;
|
|
rayPos = cameraToWorldNearPosition;
|
|
}
|
|
}
|
|
|
|
GLuint ib = 0;
|
|
|
|
uint32_t minIndex = 0;
|
|
uint32_t maxIndex = cfg.position.numIndices;
|
|
|
|
uint32_t idxclamp = 0;
|
|
if(cfg.position.baseVertex < 0)
|
|
idxclamp = uint32_t(-cfg.position.baseVertex);
|
|
|
|
if(cfg.position.indexByteStride && cfg.position.indexResourceId != ResourceId())
|
|
ib = m_pDriver->GetResourceManager()->GetCurrentResource(cfg.position.indexResourceId).name;
|
|
|
|
const bool fandecode =
|
|
(cfg.position.topology == Topology::TriangleFan && cfg.position.allowRestart);
|
|
uint32_t numIndices = cfg.position.numIndices;
|
|
|
|
// We copy into our own buffers to promote to the target type (uint32) that the shader expects.
|
|
// Most IBs will be 16-bit indices, most VBs will not be float4. We also apply baseVertex here
|
|
|
|
if(ib)
|
|
{
|
|
std::vector<uint32_t> idxtmp;
|
|
|
|
// if it's a triangle fan that allows restart, we'll have to unpack it.
|
|
// Allocate enough space for the list on the GPU, and enough temporary space to upcast into
|
|
// first
|
|
if(fandecode)
|
|
{
|
|
idxtmp.resize(numIndices);
|
|
|
|
numIndices *= 3;
|
|
}
|
|
|
|
// resize up on demand
|
|
if(DebugData.pickIBBuf == 0 || DebugData.pickIBSize < numIndices * sizeof(uint32_t))
|
|
{
|
|
drv.glDeleteBuffers(1, &DebugData.pickIBBuf);
|
|
|
|
drv.glGenBuffers(1, &DebugData.pickIBBuf);
|
|
drv.glBindBuffer(eGL_SHADER_STORAGE_BUFFER, DebugData.pickIBBuf);
|
|
drv.glNamedBufferDataEXT(DebugData.pickIBBuf, numIndices * sizeof(uint32_t), NULL,
|
|
eGL_STREAM_DRAW);
|
|
|
|
DebugData.pickIBSize = numIndices * sizeof(uint32_t);
|
|
}
|
|
|
|
byte *idxs = new byte[numIndices * cfg.position.indexByteStride];
|
|
memset(idxs, 0, numIndices * cfg.position.indexByteStride);
|
|
|
|
std::vector<uint32_t> outidxs;
|
|
outidxs.resize(numIndices);
|
|
|
|
drv.glBindBuffer(eGL_COPY_READ_BUFFER, ib);
|
|
|
|
GLint bufsize = 0;
|
|
drv.glGetBufferParameteriv(eGL_COPY_READ_BUFFER, eGL_BUFFER_SIZE, &bufsize);
|
|
|
|
drv.glGetBufferSubData(eGL_COPY_READ_BUFFER, (GLintptr)cfg.position.indexByteOffset,
|
|
RDCMIN(uint32_t(bufsize) - uint32_t(cfg.position.indexByteOffset),
|
|
cfg.position.numIndices * cfg.position.indexByteStride),
|
|
idxs);
|
|
|
|
uint8_t *idxs8 = (uint8_t *)idxs;
|
|
uint16_t *idxs16 = (uint16_t *)idxs;
|
|
uint32_t *idxs32 = (uint32_t *)idxs;
|
|
|
|
size_t idxcount = 0;
|
|
|
|
if(cfg.position.indexByteStride == 1)
|
|
{
|
|
for(uint32_t i = 0; i < cfg.position.numIndices; i++)
|
|
{
|
|
uint32_t idx = idxs8[i];
|
|
|
|
if(idx < idxclamp)
|
|
idx = 0;
|
|
else if(cfg.position.baseVertex < 0)
|
|
idx -= idxclamp;
|
|
else if(cfg.position.baseVertex > 0)
|
|
idx += cfg.position.baseVertex;
|
|
|
|
if(i == 0)
|
|
{
|
|
minIndex = maxIndex = idx;
|
|
}
|
|
else
|
|
{
|
|
minIndex = RDCMIN(idx, minIndex);
|
|
maxIndex = RDCMAX(idx, maxIndex);
|
|
}
|
|
|
|
outidxs[i] = idx;
|
|
idxcount++;
|
|
}
|
|
}
|
|
else if(cfg.position.indexByteStride == 2)
|
|
{
|
|
for(uint32_t i = 0; i < cfg.position.numIndices; i++)
|
|
{
|
|
uint32_t idx = idxs16[i];
|
|
|
|
if(idx < idxclamp)
|
|
idx = 0;
|
|
else if(cfg.position.baseVertex < 0)
|
|
idx -= idxclamp;
|
|
else if(cfg.position.baseVertex > 0)
|
|
idx += cfg.position.baseVertex;
|
|
|
|
if(i == 0)
|
|
{
|
|
minIndex = maxIndex = idx;
|
|
}
|
|
else
|
|
{
|
|
minIndex = RDCMIN(idx, minIndex);
|
|
maxIndex = RDCMAX(idx, maxIndex);
|
|
}
|
|
|
|
outidxs[i] = idx;
|
|
idxcount++;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
for(uint32_t i = 0; i < cfg.position.numIndices; i++)
|
|
{
|
|
uint32_t idx = idxs32[i];
|
|
|
|
if(idx < idxclamp)
|
|
idx = 0;
|
|
else if(cfg.position.baseVertex < 0)
|
|
idx -= idxclamp;
|
|
else if(cfg.position.baseVertex > 0)
|
|
idx += cfg.position.baseVertex;
|
|
|
|
if(i == 0)
|
|
{
|
|
minIndex = maxIndex = idx;
|
|
}
|
|
else
|
|
{
|
|
minIndex = RDCMIN(idx, minIndex);
|
|
maxIndex = RDCMAX(idx, maxIndex);
|
|
}
|
|
|
|
outidxs[i] = idx;
|
|
idxcount++;
|
|
}
|
|
}
|
|
|
|
// if it's a triangle fan that allows restart, unpack it
|
|
if(cfg.position.topology == Topology::TriangleFan && cfg.position.allowRestart)
|
|
{
|
|
// resize to how many indices were actually read
|
|
outidxs.resize(idxcount);
|
|
|
|
// patch the index buffer
|
|
PatchTriangleFanRestartIndexBufer(outidxs, cfg.position.restartIndex);
|
|
|
|
for(uint32_t &idx : idxtmp)
|
|
{
|
|
if(idx == cfg.position.restartIndex)
|
|
idx = 0;
|
|
}
|
|
|
|
numIndices = (uint32_t)outidxs.size();
|
|
}
|
|
|
|
drv.glBindBuffer(eGL_SHADER_STORAGE_BUFFER, DebugData.pickIBBuf);
|
|
drv.glBufferSubData(eGL_SHADER_STORAGE_BUFFER, 0, numIndices * sizeof(uint32_t), outidxs.data());
|
|
}
|
|
|
|
// unpack and linearise the data
|
|
{
|
|
bytebuf oldData;
|
|
GetBufferData(cfg.position.vertexResourceId, cfg.position.vertexByteOffset, 0, oldData);
|
|
|
|
// clamp maxIndex to upper bound in case we got invalid indices or primitive restart indices
|
|
maxIndex = RDCMIN(maxIndex, uint32_t(oldData.size() / cfg.position.vertexByteStride));
|
|
|
|
if(DebugData.pickVBBuf == 0 || DebugData.pickVBSize < (maxIndex + 1) * sizeof(Vec4f))
|
|
{
|
|
drv.glDeleteBuffers(1, &DebugData.pickVBBuf);
|
|
|
|
drv.glGenBuffers(1, &DebugData.pickVBBuf);
|
|
drv.glBindBuffer(eGL_SHADER_STORAGE_BUFFER, DebugData.pickVBBuf);
|
|
drv.glNamedBufferDataEXT(DebugData.pickVBBuf, (maxIndex + 1) * sizeof(Vec4f), NULL,
|
|
eGL_DYNAMIC_DRAW);
|
|
|
|
DebugData.pickVBSize = (maxIndex + 1) * sizeof(Vec4f);
|
|
}
|
|
|
|
std::vector<FloatVector> vbData;
|
|
vbData.resize(maxIndex + 1);
|
|
|
|
byte *data = &oldData[0];
|
|
byte *dataEnd = data + oldData.size();
|
|
|
|
bool valid;
|
|
|
|
// the index buffer may refer to vertices past the start of the vertex buffer, so we can't just
|
|
// conver the first N vertices we'll need.
|
|
// Instead we grab min and max above, and convert every vertex in that range. This might
|
|
// slightly over-estimate but not as bad as 0-max or the whole buffer.
|
|
for(uint32_t idx = minIndex; idx <= maxIndex; idx++)
|
|
vbData[idx] = HighlightCache::InterpretVertex(data, idx, cfg.position.vertexByteStride,
|
|
cfg.position.format, dataEnd, valid);
|
|
|
|
drv.glBindBuffer(eGL_SHADER_STORAGE_BUFFER, DebugData.pickVBBuf);
|
|
drv.glBufferSubData(eGL_SHADER_STORAGE_BUFFER, 0, (maxIndex + 1) * sizeof(Vec4f), vbData.data());
|
|
}
|
|
|
|
drv.glBindBufferBase(eGL_UNIFORM_BUFFER, 0, DebugData.UBOs[0]);
|
|
MeshPickUBOData *cdata =
|
|
(MeshPickUBOData *)drv.glMapBufferRange(eGL_UNIFORM_BUFFER, 0, sizeof(MeshPickUBOData),
|
|
GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT);
|
|
|
|
cdata->rayPos = rayPos;
|
|
cdata->rayDir = rayDir;
|
|
cdata->use_indices = cfg.position.indexByteStride ? 1U : 0U;
|
|
cdata->numVerts = numIndices;
|
|
bool isTriangleMesh = true;
|
|
switch(cfg.position.topology)
|
|
{
|
|
case Topology::TriangleList:
|
|
{
|
|
cdata->meshMode = MESH_TRIANGLE_LIST;
|
|
break;
|
|
}
|
|
case Topology::TriangleStrip:
|
|
{
|
|
cdata->meshMode = MESH_TRIANGLE_STRIP;
|
|
break;
|
|
}
|
|
case Topology::TriangleFan:
|
|
{
|
|
if(fandecode)
|
|
cdata->meshMode = MESH_TRIANGLE_LIST;
|
|
else
|
|
cdata->meshMode = MESH_TRIANGLE_FAN;
|
|
break;
|
|
}
|
|
case Topology::TriangleList_Adj:
|
|
{
|
|
cdata->meshMode = MESH_TRIANGLE_LIST_ADJ;
|
|
break;
|
|
}
|
|
case Topology::TriangleStrip_Adj:
|
|
{
|
|
cdata->meshMode = MESH_TRIANGLE_STRIP_ADJ;
|
|
break;
|
|
}
|
|
default: // points, lines, patchlists, unknown
|
|
{
|
|
cdata->meshMode = MESH_OTHER;
|
|
isTriangleMesh = false;
|
|
}
|
|
}
|
|
|
|
// line/point data
|
|
cdata->unproject = cfg.position.unproject;
|
|
cdata->mvp = cfg.position.unproject ? pickMVPProj : pickMVP;
|
|
cdata->coords = Vec2f((float)x, (float)y);
|
|
cdata->viewport = Vec2f((float)width, (float)height);
|
|
|
|
drv.glUnmapBuffer(eGL_UNIFORM_BUFFER);
|
|
|
|
uint32_t reset[4] = {};
|
|
drv.glBindBufferBase(eGL_SHADER_STORAGE_BUFFER, 0, DebugData.pickResultBuf);
|
|
drv.glBufferSubData(eGL_SHADER_STORAGE_BUFFER, 0, sizeof(uint32_t) * 4, &reset);
|
|
|
|
drv.glBindBufferBase(eGL_SHADER_STORAGE_BUFFER, 1, DebugData.pickVBBuf);
|
|
drv.glBindBufferRange(eGL_SHADER_STORAGE_BUFFER, 2, DebugData.pickIBBuf, (GLintptr)0,
|
|
(GLsizeiptr)(sizeof(uint32_t) * cfg.position.numIndices));
|
|
drv.glBindBufferBase(eGL_SHADER_STORAGE_BUFFER, 3, DebugData.pickResultBuf);
|
|
|
|
drv.glDispatchCompute(GLuint((cfg.position.numIndices) / 128 + 1), 1, 1);
|
|
drv.glMemoryBarrier(GL_ATOMIC_COUNTER_BARRIER_BIT | GL_SHADER_STORAGE_BARRIER_BIT);
|
|
|
|
uint32_t numResults = 0;
|
|
|
|
drv.glBindBuffer(eGL_COPY_READ_BUFFER, DebugData.pickResultBuf);
|
|
drv.glGetBufferSubData(eGL_COPY_READ_BUFFER, 0, sizeof(uint32_t), &numResults);
|
|
|
|
uint32_t ret = ~0U;
|
|
|
|
if(numResults > 0)
|
|
{
|
|
if(isTriangleMesh)
|
|
{
|
|
struct PickResult
|
|
{
|
|
uint32_t vertid;
|
|
vec3 intersectionPoint;
|
|
};
|
|
|
|
byte *mapped = (byte *)drv.glMapNamedBufferEXT(DebugData.pickResultBuf, eGL_READ_ONLY);
|
|
|
|
mapped += sizeof(uint32_t) * 4;
|
|
|
|
PickResult *pickResults = (PickResult *)mapped;
|
|
|
|
PickResult *closest = pickResults;
|
|
// distance from raycast hit to nearest worldspace position of the mouse
|
|
float closestPickDistance = (closest->intersectionPoint - rayPos).Length();
|
|
|
|
// min with size of results buffer to protect against overflows
|
|
for(uint32_t i = 1; i < RDCMIN((uint32_t)DebugRenderData::maxMeshPicks, numResults); i++)
|
|
{
|
|
float pickDistance = (pickResults[i].intersectionPoint - rayPos).Length();
|
|
if(pickDistance < closestPickDistance)
|
|
{
|
|
closest = pickResults + i;
|
|
}
|
|
}
|
|
|
|
drv.glUnmapNamedBufferEXT(DebugData.pickResultBuf);
|
|
|
|
ret = closest->vertid;
|
|
}
|
|
else
|
|
{
|
|
struct PickResult
|
|
{
|
|
uint32_t vertid;
|
|
uint32_t idx;
|
|
float len;
|
|
float depth;
|
|
};
|
|
|
|
byte *mapped = (byte *)drv.glMapNamedBufferEXT(DebugData.pickResultBuf, eGL_READ_ONLY);
|
|
|
|
mapped += sizeof(uint32_t) * 4;
|
|
|
|
PickResult *pickResults = (PickResult *)mapped;
|
|
|
|
PickResult *closest = pickResults;
|
|
|
|
// min with size of results buffer to protect against overflows
|
|
for(uint32_t i = 1; i < RDCMIN((uint32_t)DebugRenderData::maxMeshPicks, numResults); i++)
|
|
{
|
|
// We need to keep the picking order consistent in the face
|
|
// of random buffer appends, when multiple vertices have the
|
|
// identical position (e.g. if UVs or normals are different).
|
|
//
|
|
// We could do something to try and disambiguate, but it's
|
|
// never going to be intuitive, it's just going to flicker
|
|
// confusingly.
|
|
if(pickResults[i].len < closest->len ||
|
|
(pickResults[i].len == closest->len && pickResults[i].depth < closest->depth) ||
|
|
(pickResults[i].len == closest->len && pickResults[i].depth == closest->depth &&
|
|
pickResults[i].vertid < closest->vertid))
|
|
closest = pickResults + i;
|
|
}
|
|
|
|
drv.glUnmapNamedBufferEXT(DebugData.pickResultBuf);
|
|
|
|
ret = closest->vertid;
|
|
}
|
|
}
|
|
|
|
if(fandecode)
|
|
{
|
|
// undo the triangle list expansion
|
|
if(ret > 2)
|
|
ret = (ret + 3) / 3 + 1;
|
|
}
|
|
|
|
return ret;
|
|
}
|
|
|
|
void GLReplay::PickPixel(ResourceId texture, uint32_t x, uint32_t y, uint32_t sliceFace,
|
|
uint32_t mip, uint32_t sample, CompType typeHint, float pixel[4])
|
|
{
|
|
WrappedOpenGL &drv = *m_pDriver;
|
|
|
|
MakeCurrentReplayContext(m_DebugCtx);
|
|
|
|
drv.glBindFramebuffer(eGL_FRAMEBUFFER, DebugData.pickPixelFBO);
|
|
drv.glBindFramebuffer(eGL_READ_FRAMEBUFFER, DebugData.pickPixelFBO);
|
|
|
|
pixel[0] = pixel[1] = pixel[2] = pixel[3] = 0.0f;
|
|
drv.glClearBufferfv(eGL_COLOR, 0, pixel);
|
|
|
|
DebugData.outWidth = DebugData.outHeight = 1.0f;
|
|
drv.glViewport(0, 0, 1, 1);
|
|
|
|
TextureDisplay texDisplay;
|
|
|
|
texDisplay.red = texDisplay.green = texDisplay.blue = texDisplay.alpha = true;
|
|
texDisplay.flipY = false;
|
|
texDisplay.hdrMultiplier = -1.0f;
|
|
texDisplay.linearDisplayAsGamma = true;
|
|
texDisplay.mip = mip;
|
|
texDisplay.sampleIdx = sample;
|
|
texDisplay.customShaderId = ResourceId();
|
|
texDisplay.sliceFace = sliceFace;
|
|
texDisplay.rangeMin = 0.0f;
|
|
texDisplay.rangeMax = 1.0f;
|
|
texDisplay.scale = 1.0f;
|
|
texDisplay.resourceId = texture;
|
|
texDisplay.typeHint = typeHint;
|
|
texDisplay.rawOutput = true;
|
|
texDisplay.xOffset = -float(x);
|
|
texDisplay.yOffset = -float(y);
|
|
|
|
RenderTextureInternal(texDisplay, eTexDisplay_MipShift);
|
|
|
|
drv.glReadPixels(0, 0, 1, 1, eGL_RGBA, eGL_FLOAT, (void *)pixel);
|
|
|
|
if(!HasExt[ARB_gpu_shader5])
|
|
{
|
|
auto &texDetails = m_pDriver->m_Textures[texDisplay.resourceId];
|
|
|
|
if(IsSIntFormat(texDetails.internalFormat))
|
|
{
|
|
int32_t casted[4] = {
|
|
(int32_t)pixel[0], (int32_t)pixel[1], (int32_t)pixel[2], (int32_t)pixel[3],
|
|
};
|
|
|
|
memcpy(pixel, casted, sizeof(casted));
|
|
}
|
|
else if(IsUIntFormat(texDetails.internalFormat))
|
|
{
|
|
uint32_t casted[4] = {
|
|
(uint32_t)pixel[0], (uint32_t)pixel[1], (uint32_t)pixel[2], (uint32_t)pixel[3],
|
|
};
|
|
|
|
memcpy(pixel, casted, sizeof(casted));
|
|
}
|
|
}
|
|
|
|
{
|
|
auto &texDetails = m_pDriver->m_Textures[texture];
|
|
|
|
// need to read stencil separately as GL can't read both depth and stencil
|
|
// at the same time.
|
|
if(texDetails.internalFormat == eGL_DEPTH24_STENCIL8 ||
|
|
texDetails.internalFormat == eGL_DEPTH32F_STENCIL8 ||
|
|
texDetails.internalFormat == eGL_DEPTH_STENCIL ||
|
|
texDetails.internalFormat == eGL_STENCIL_INDEX8)
|
|
{
|
|
texDisplay.red = texDisplay.blue = texDisplay.alpha = false;
|
|
|
|
RenderTextureInternal(texDisplay, eTexDisplay_MipShift);
|
|
|
|
uint32_t stencilpixel[4];
|
|
drv.glReadPixels(0, 0, 1, 1, eGL_RGBA, eGL_FLOAT, (void *)stencilpixel);
|
|
|
|
if(!HasExt[ARB_gpu_shader5])
|
|
{
|
|
// bits weren't aliased, so re-cast back to uint.
|
|
float fpix[4];
|
|
memcpy(fpix, stencilpixel, sizeof(fpix));
|
|
|
|
stencilpixel[0] = (uint32_t)fpix[0];
|
|
stencilpixel[1] = (uint32_t)fpix[1];
|
|
}
|
|
|
|
// not sure whether [0] or [1] will return stencil values, so use
|
|
// max of two because other channel should be 0
|
|
pixel[1] = float(RDCMAX(stencilpixel[0], stencilpixel[1])) / 255.0f;
|
|
|
|
// the first depth read will have read stencil instead.
|
|
// NULL it out so the UI sees only stencil
|
|
if(texDetails.internalFormat == eGL_STENCIL_INDEX8)
|
|
{
|
|
pixel[1] = float(RDCMAX(stencilpixel[0], stencilpixel[1])) / 255.0f;
|
|
pixel[0] = 0.0f;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void GLReplay::RenderCheckerboard()
|
|
{
|
|
MakeCurrentReplayContext(m_DebugCtx);
|
|
|
|
WrappedOpenGL &drv = *m_pDriver;
|
|
|
|
drv.glUseProgram(DebugData.checkerProg);
|
|
|
|
drv.glDisable(eGL_DEPTH_TEST);
|
|
|
|
if(HasExt[EXT_framebuffer_sRGB])
|
|
drv.glEnable(eGL_FRAMEBUFFER_SRGB);
|
|
|
|
drv.glBindBufferBase(eGL_UNIFORM_BUFFER, 0, DebugData.UBOs[0]);
|
|
|
|
CheckerboardUBOData *ubo =
|
|
(CheckerboardUBOData *)drv.glMapBufferRange(eGL_UNIFORM_BUFFER, 0, sizeof(CheckerboardUBOData),
|
|
GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT);
|
|
|
|
ubo->BorderWidth = 0.0f;
|
|
ubo->RectPosition = Vec2f();
|
|
ubo->RectSize = Vec2f();
|
|
ubo->CheckerSquareDimension = 64.0f;
|
|
ubo->InnerColor = Vec4f();
|
|
|
|
ubo->PrimaryColor = ConvertSRGBToLinear(RenderDoc::Inst().DarkCheckerboardColor());
|
|
ubo->SecondaryColor = ConvertSRGBToLinear(RenderDoc::Inst().LightCheckerboardColor());
|
|
|
|
drv.glUnmapBuffer(eGL_UNIFORM_BUFFER);
|
|
|
|
drv.glBindVertexArray(DebugData.emptyVAO);
|
|
drv.glDrawArrays(eGL_TRIANGLE_STRIP, 0, 4);
|
|
}
|
|
|
|
void GLReplay::RenderHighlightBox(float w, float h, float scale)
|
|
{
|
|
MakeCurrentReplayContext(m_DebugCtx);
|
|
|
|
WrappedOpenGL &drv = *m_pDriver;
|
|
|
|
GLint sz = GLint(scale);
|
|
|
|
struct rect
|
|
{
|
|
GLint x, y;
|
|
GLint w, h;
|
|
};
|
|
|
|
rect tl = {GLint(w / 2.0f + 0.5f), GLint(h / 2.0f + 0.5f), 1, 1};
|
|
|
|
rect scissors[4] = {
|
|
{tl.x, tl.y - (GLint)sz - 1, 1, sz + 1},
|
|
{tl.x + (GLint)sz, tl.y - (GLint)sz - 1, 1, sz + 2},
|
|
{tl.x, tl.y, sz, 1},
|
|
{tl.x, tl.y - (GLint)sz - 1, sz, 1},
|
|
};
|
|
|
|
// inner
|
|
drv.glEnable(eGL_SCISSOR_TEST);
|
|
drv.glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
|
|
for(size_t i = 0; i < ARRAY_COUNT(scissors); i++)
|
|
{
|
|
drv.glScissor(scissors[i].x, scissors[i].y, scissors[i].w, scissors[i].h);
|
|
drv.glClear(eGL_COLOR_BUFFER_BIT);
|
|
}
|
|
|
|
scissors[0].x--;
|
|
scissors[1].x++;
|
|
scissors[2].x--;
|
|
scissors[3].x--;
|
|
|
|
scissors[0].y--;
|
|
scissors[1].y--;
|
|
scissors[2].y++;
|
|
scissors[3].y--;
|
|
|
|
scissors[0].h += 2;
|
|
scissors[1].h += 2;
|
|
scissors[2].w += 2;
|
|
scissors[3].w += 2;
|
|
|
|
// outer
|
|
drv.glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
|
|
for(size_t i = 0; i < ARRAY_COUNT(scissors); i++)
|
|
{
|
|
drv.glScissor(scissors[i].x, scissors[i].y, scissors[i].w, scissors[i].h);
|
|
drv.glClear(eGL_COLOR_BUFFER_BIT);
|
|
}
|
|
|
|
drv.glDisable(eGL_SCISSOR_TEST);
|
|
}
|