Files
renderdoc/renderdoc/driver/gl/gl_manager.cpp
T
baldurk 70d98240d9 Handle initialising texture levels that might not be ready
* This could happen with a missed call to glGenerateMipmap
2015-07-18 20:18:33 +02:00

1800 lines
63 KiB
C++

/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 2014 Crytek
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
******************************************************************************/
#include "driver/gl/gl_manager.h"
#include "driver/gl/gl_driver.h"
struct VertexAttribInitialData
{
uint32_t enabled;
uint32_t vbslot;
uint32_t offset;
GLenum type;
int32_t normalized;
uint32_t integer;
uint32_t size;
};
struct VertexBufferInitialData
{
ResourceId Buffer;
uint64_t Stride;
uint64_t Offset;
uint32_t Divisor;
};
// note these data structures below contain a 'valid' bool, since due to complexities of
// fetching the state on the right context, we might never be able to fetch the data at
// all. So the valid is set to false to indicate that we shouldn't try to restore it on
// replay.
struct VAOInitialData
{
bool valid;
VertexAttribInitialData VertexAttribs[16];
VertexBufferInitialData VertexBuffers[16];
ResourceId ElementArrayBuffer;
};
struct FeedbackInitialData
{
bool valid;
ResourceId Buffer[4];
uint64_t Offset[4];
uint64_t Size[4];
};
struct FramebufferAttachmentData
{
bool renderbuffer;
bool layered;
int32_t layer;
int32_t level;
ResourceId obj;
};
struct FramebufferInitialData
{
bool valid;
FramebufferAttachmentData Attachments[10];
GLenum DrawBuffers[8];
GLenum ReadBuffer;
static const GLenum attachmentNames[10];
};
const GLenum FramebufferInitialData::attachmentNames[10] = {
eGL_COLOR_ATTACHMENT0,
eGL_COLOR_ATTACHMENT1,
eGL_COLOR_ATTACHMENT2,
eGL_COLOR_ATTACHMENT3,
eGL_COLOR_ATTACHMENT4,
eGL_COLOR_ATTACHMENT5,
eGL_COLOR_ATTACHMENT6,
eGL_COLOR_ATTACHMENT7,
eGL_DEPTH_ATTACHMENT,
eGL_STENCIL_ATTACHMENT,
};
template<>
void Serialiser::Serialise(const char *name, VertexAttribInitialData &el)
{
ScopedContext scope(this, this, name, "VertexArrayInitialData", 0, true);
Serialise("enabled", el.enabled);
Serialise("vbslot", el.vbslot);
Serialise("offset", el.offset);
Serialise("type", el.type);
Serialise("normalized", el.normalized);
Serialise("integer", el.integer);
Serialise("size", el.size);
}
template<>
void Serialiser::Serialise(const char *name, VertexBufferInitialData &el)
{
ScopedContext scope(this, this, name, "VertexBufferInitialData", 0, true);
Serialise("Buffer", el.Buffer);
Serialise("Stride", el.Stride);
Serialise("Offset", el.Offset);
Serialise("Divisor", el.Divisor);
}
template<>
void Serialiser::Serialise(const char *name, FeedbackInitialData &el)
{
ScopedContext scope(this, this, name, "FeedbackInitialData", 0, true);
Serialise("valid", el.valid);
Serialise<4>("Buffer", el.Buffer);
Serialise<4>("Offset", el.Offset);
Serialise<4>("Size", el.Size);
}
template<>
void Serialiser::Serialise(const char *name, FramebufferAttachmentData &el)
{
ScopedContext scope(this, this, name, "FramebufferAttachmentData", 0, true);
Serialise("renderbuffer", el.renderbuffer);
Serialise("layered", el.layered);
Serialise("layer", el.layer);
Serialise("level", el.level);
Serialise("obj", el.obj);
}
template<>
void Serialiser::Serialise(const char *name, FramebufferInitialData &el)
{
ScopedContext scope(this, this, name, "FramebufferInitialData", 0, true);
Serialise("valid", el.valid);
Serialise<8>("DrawBuffers", el.DrawBuffers);
for(size_t i=0; i < ARRAY_COUNT(el.Attachments); i++)
Serialise("Attachments", el.Attachments[i]);
Serialise("ReadBuffer", el.ReadBuffer);
}
struct TextureStateInitialData
{
int32_t baseLevel, maxLevel;
float minLod, maxLod;
GLenum srgbDecode;
GLenum depthMode;
GLenum compareFunc, compareMode;
GLenum minFilter, magFilter;
int32_t seamless;
GLenum swizzle[4];
GLenum wrap[3];
float border[4];
float lodBias;
ResourceId texBuffer;
uint32_t texBufOffs;
uint32_t texBufSize;
};
template<>
void Serialiser::Serialise(const char *name, TextureStateInitialData &el)
{
ScopedContext scope(this, this, name, "TextureStateInitialData", 0, true);
Serialise("baseLevel", el.baseLevel);
Serialise("maxLevel", el.maxLevel);
Serialise("minLod", el.minLod);
Serialise("maxLod", el.maxLod);
Serialise("srgbDecode", el.srgbDecode);
Serialise("depthMode", el.depthMode);
Serialise("compareFunc", el.compareFunc);
Serialise("compareMode", el.compareMode);
Serialise("seamless", el.seamless);
Serialise("minFilter", el.minFilter);
Serialise("magFilter", el.magFilter);
Serialise<4>("swizzle", el.swizzle);
Serialise<3>("wrap", el.wrap);
Serialise<4>("border", el.border);
Serialise("lodBias", el.lodBias);
Serialise("texBuffer", el.texBuffer);
Serialise("texBufOffs", el.texBufOffs);
Serialise("texBufSize", el.texBufSize);
}
void GLResourceManager::MarkVAOReferenced(GLResource res, FrameRefType ref)
{
const GLHookSet &gl = m_GL->m_Real;
if(res.name)
{
MarkResourceFrameReferenced(res, ref == eFrameRef_Unknown ? eFrameRef_Unknown : eFrameRef_Read);
GLint numVBufferBindings = 16;
gl.glGetIntegerv(eGL_MAX_VERTEX_ATTRIB_BINDINGS, &numVBufferBindings);
for(GLuint i=0; i < (GLuint)numVBufferBindings; i++)
{
GLuint buffer = GetBoundVertexBuffer(gl, i);
MarkResourceFrameReferenced(BufferRes(res.Context, buffer), ref);
}
GLuint ibuffer = 0;
gl.glGetIntegerv(eGL_ELEMENT_ARRAY_BUFFER_BINDING, (GLint*)&ibuffer);
MarkResourceFrameReferenced(BufferRes(res.Context, ibuffer), ref);
}
}
void GLResourceManager::MarkFBOReferenced(GLResource res, FrameRefType ref)
{
if(res.name == 0)
return;
MarkResourceFrameReferenced(res, ref == eFrameRef_Unknown ? eFrameRef_Unknown : eFrameRef_Read);
const GLHookSet &gl = m_GL->m_Real;
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(res.Context, name), ref);
else
MarkResourceFrameReferenced(TextureRes(res.Context, 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(res.Context, name), ref);
else
MarkResourceFrameReferenced(TextureRes(res.Context, 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(res.Context, name), ref);
else
MarkResourceFrameReferenced(TextureRes(res.Context, name), ref);
}
}
bool GLResourceManager::SerialisableResource(ResourceId id, GLResourceRecord *record)
{
if(id == m_GL->GetContextResourceID())
return false;
return true;
}
bool GLResourceManager::Need_InitialStateChunk(GLResource res)
{
return res.Namespace != eResBuffer;
}
bool GLResourceManager::Prepare_InitialState(GLResource res, byte *blob)
{
const GLHookSet &gl = m_GL->m_Real;
if(res.Namespace == eResFramebuffer)
{
FramebufferInitialData *data = (FramebufferInitialData *)blob;
data->valid = true;
GLuint prevread = 0, prevdraw = 0;
gl.glGetIntegerv(eGL_DRAW_FRAMEBUFFER_BINDING, (GLint *)&prevdraw);
gl.glGetIntegerv(eGL_READ_FRAMEBUFFER_BINDING, (GLint *)&prevread);
gl.glBindFramebuffer(eGL_DRAW_FRAMEBUFFER, res.name);
gl.glBindFramebuffer(eGL_READ_FRAMEBUFFER, res.name);
//need to serialise out which objects are bound
GLenum type;
GLuint object;
GLint layered;
for(int i=0; i < (int)ARRAY_COUNT(data->Attachments); i++)
{
FramebufferAttachmentData &a = data->Attachments[i];
gl.glGetNamedFramebufferAttachmentParameterivEXT(res.name, data->attachmentNames[i], eGL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME, (GLint*)&object);
gl.glGetNamedFramebufferAttachmentParameterivEXT(res.name, data->attachmentNames[i], eGL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE, (GLint*)&type);
gl.glGetNamedFramebufferAttachmentParameterivEXT(res.name, data->attachmentNames[i], eGL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL, &a.level);
gl.glGetNamedFramebufferAttachmentParameterivEXT(res.name, data->attachmentNames[i], eGL_FRAMEBUFFER_ATTACHMENT_LAYERED, &layered);
gl.glGetNamedFramebufferAttachmentParameterivEXT(res.name, data->attachmentNames[i], eGL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER, &a.layer);
a.layered = (layered != 0);
a.renderbuffer = (type == eGL_RENDERBUFFER);
a.obj = GetID(a.renderbuffer ? RenderbufferRes(res.Context, object) : TextureRes(res.Context, object));
}
for(int i=0; i < (int)ARRAY_COUNT(data->DrawBuffers); i++)
gl.glGetIntegerv(GLenum(eGL_DRAW_BUFFER0 + i), (GLint *)&data->DrawBuffers[i]);
gl.glGetIntegerv(eGL_READ_BUFFER, (GLint *)&data->ReadBuffer);
gl.glBindFramebuffer(eGL_DRAW_FRAMEBUFFER, prevdraw);
gl.glBindFramebuffer(eGL_READ_FRAMEBUFFER, prevread);
}
else if(res.Namespace == eResFeedback)
{
FeedbackInitialData *data = (FeedbackInitialData *)blob;
data->valid = true;
GLuint prevfeedback = 0;
gl.glGetIntegerv(eGL_TRANSFORM_FEEDBACK, (GLint *)&prevfeedback);
gl.glBindTransformFeedback(eGL_TRANSFORM_FEEDBACK, res.name);
GLint maxCount = 0;
gl.glGetIntegerv(eGL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS, &maxCount);
for(int i=0; i < (int)ARRAY_COUNT(data->Buffer) && i < maxCount; i++)
{
GLuint buffer = 0;
gl.glGetIntegeri_v(eGL_TRANSFORM_FEEDBACK_BUFFER_BINDING, i, (GLint*)&buffer);data->Buffer[i] = GetID(BufferRes(res.Context, buffer));
gl.glGetInteger64i_v(eGL_TRANSFORM_FEEDBACK_BUFFER_START, i, (GLint64*)&data->Offset[i]);
gl.glGetInteger64i_v(eGL_TRANSFORM_FEEDBACK_BUFFER_SIZE, i, (GLint64*)&data->Size[i]);
}
gl.glBindTransformFeedback(eGL_TRANSFORM_FEEDBACK, prevfeedback);
}
else if(res.Namespace == eResVertexArray)
{
VAOInitialData *data = (VAOInitialData *)blob;
data->valid = true;
GLuint prevVAO = 0;
gl.glGetIntegerv(eGL_VERTEX_ARRAY_BINDING, (GLint *)&prevVAO);
gl.glBindVertexArray(res.name);
for(GLuint i=0; i < 16; i++)
{
gl.glGetVertexAttribiv(i, eGL_VERTEX_ATTRIB_ARRAY_ENABLED, (GLint *)&data->VertexAttribs[i].enabled);
gl.glGetVertexAttribiv(i, eGL_VERTEX_ATTRIB_BINDING, (GLint *)&data->VertexAttribs[i].vbslot);
gl.glGetVertexAttribiv(i, eGL_VERTEX_ATTRIB_RELATIVE_OFFSET, (GLint*)&data->VertexAttribs[i].offset);
gl.glGetVertexAttribiv(i, eGL_VERTEX_ATTRIB_ARRAY_TYPE, (GLint *)&data->VertexAttribs[i].type);
gl.glGetVertexAttribiv(i, eGL_VERTEX_ATTRIB_ARRAY_NORMALIZED, (GLint *)&data->VertexAttribs[i].normalized);
gl.glGetVertexAttribiv(i, eGL_VERTEX_ATTRIB_ARRAY_INTEGER, (GLint *)&data->VertexAttribs[i].integer);
gl.glGetVertexAttribiv(i, eGL_VERTEX_ATTRIB_ARRAY_SIZE, (GLint *)&data->VertexAttribs[i].size);
GLuint buffer = GetBoundVertexBuffer(gl, i);
data->VertexBuffers[i].Buffer = GetID(BufferRes(res.Context, buffer));
gl.glGetIntegeri_v(eGL_VERTEX_BINDING_STRIDE, i, (GLint *)&data->VertexBuffers[i].Stride);
gl.glGetIntegeri_v(eGL_VERTEX_BINDING_OFFSET, i, (GLint *)&data->VertexBuffers[i].Offset);
gl.glGetIntegeri_v(eGL_VERTEX_BINDING_DIVISOR, i, (GLint *)&data->VertexBuffers[i].Divisor);
}
GLuint buffer = 0;
gl.glGetIntegerv(eGL_ELEMENT_ARRAY_BUFFER_BINDING, (GLint*)&buffer);
data->ElementArrayBuffer = GetID(BufferRes(res.Context, buffer));
gl.glBindVertexArray(prevVAO);
}
return true;
}
bool GLResourceManager::Prepare_InitialState(GLResource res)
{
// this function needs to be refactored to better deal with multiple
// contexts and resources that are specific to a particular context
ResourceId Id = GetID(res);
const GLHookSet &gl = m_GL->m_Real;
if(res.Namespace == eResBuffer)
{
GLResourceRecord *record = GetResourceRecord(res);
// TODO copy this to an immutable buffer elsewhere and SetInitialContents() it.
// then only do the readback in Serialise_InitialState
GLint length;
gl.glGetNamedBufferParameterivEXT(res.name, eGL_BUFFER_SIZE, &length);
gl.glGetNamedBufferSubDataEXT(res.name, 0, length, record->GetDataPtr());
}
else if(res.Namespace == eResProgram)
{
ScopedContext scope(m_pSerialiser, NULL, "Initial Contents", "Initial Contents", INITIAL_CONTENTS, false);
m_pSerialiser->Serialise("Id", Id);
SerialiseProgramUniforms(gl, m_pSerialiser, res.name, NULL, true);
SetInitialChunk(Id, scope.Get());
}
else if(res.Namespace == eResTexture)
{
WrappedOpenGL::TextureData &details = m_GL->m_Textures[Id];
TextureStateInitialData *state = (TextureStateInitialData *)Serialiser::AllocAlignedBuffer(sizeof(TextureStateInitialData));
RDCEraseMem(state, sizeof(TextureStateInitialData));
if(details.internalFormat == eGL_NONE)
{
// textures can get here as GL_NONE if they were created and dirtied (by setting lots of
// texture parameters) without ever having storage allocated (via glTexStorage or glTexImage).
// in that case, just ignore as we won't bother with the initial states.
SetInitialContents(Id, InitialContentData(GLResource(MakeNullResource), 0, (byte *)state));
}
else if(details.curType != eGL_TEXTURE_BUFFER)
{
GLenum binding = TextureBinding(details.curType);
bool ms = (details.curType == eGL_TEXTURE_2D_MULTISAMPLE || details.curType == eGL_TEXTURE_2D_MULTISAMPLE_ARRAY);
state->depthMode = eGL_NONE;
if(IsDepthStencilFormat(details.internalFormat))
gl.glGetTextureParameterivEXT(res.name, details.curType, eGL_DEPTH_STENCIL_TEXTURE_MODE, (GLint *)&state->depthMode);
state->seamless = GL_FALSE;
if(details.curType == eGL_TEXTURE_CUBE_MAP || details.curType == eGL_TEXTURE_CUBE_MAP_ARRAY)
gl.glGetTextureParameterivEXT(res.name, details.curType, eGL_TEXTURE_CUBE_MAP_SEAMLESS, (GLint *)&state->seamless);
gl.glGetTextureParameterivEXT(res.name, details.curType, eGL_TEXTURE_BASE_LEVEL, (GLint *)&state->baseLevel);
gl.glGetTextureParameterivEXT(res.name, details.curType, eGL_TEXTURE_MAX_LEVEL, (GLint *)&state->maxLevel);
gl.glGetTextureParameterivEXT(res.name, details.curType, eGL_TEXTURE_SWIZZLE_RGBA, (GLint *)&state->swizzle[0]);
// only non-ms textures have sampler state
if(!ms)
{
gl.glGetTextureParameterivEXT(res.name, details.curType, eGL_TEXTURE_SRGB_DECODE_EXT, (GLint *)&state->srgbDecode);
gl.glGetTextureParameterivEXT(res.name, details.curType, eGL_TEXTURE_COMPARE_FUNC, (GLint *)&state->compareFunc);
gl.glGetTextureParameterivEXT(res.name, details.curType, eGL_TEXTURE_COMPARE_MODE, (GLint *)&state->compareMode);
gl.glGetTextureParameterivEXT(res.name, details.curType, eGL_TEXTURE_MIN_FILTER, (GLint *)&state->minFilter);
gl.glGetTextureParameterivEXT(res.name, details.curType, eGL_TEXTURE_MAG_FILTER, (GLint *)&state->magFilter);
gl.glGetTextureParameterivEXT(res.name, details.curType, eGL_TEXTURE_WRAP_R, (GLint *)&state->wrap[0]);
gl.glGetTextureParameterivEXT(res.name, details.curType, eGL_TEXTURE_WRAP_S, (GLint *)&state->wrap[1]);
gl.glGetTextureParameterivEXT(res.name, details.curType, eGL_TEXTURE_WRAP_T, (GLint *)&state->wrap[2]);
gl.glGetTextureParameterfvEXT(res.name, details.curType, eGL_TEXTURE_MIN_LOD, &state->minLod);
gl.glGetTextureParameterfvEXT(res.name, details.curType, eGL_TEXTURE_MAX_LOD, &state->maxLod);
gl.glGetTextureParameterfvEXT(res.name, details.curType, eGL_TEXTURE_BORDER_COLOR, &state->border[0]);
gl.glGetTextureParameterfvEXT(res.name, details.curType, eGL_TEXTURE_LOD_BIAS, &state->lodBias);
}
GLuint tex = 0;
{
GLuint oldtex = 0;
gl.glGetIntegerv(binding, (GLint *)&oldtex);
gl.glGenTextures(1, &tex);
gl.glBindTexture(details.curType, tex);
gl.glBindTexture(details.curType, oldtex);
}
int depth = details.depth;
if(details.curType != eGL_TEXTURE_3D) depth = 1;
GLint isComp = 0;
GLenum queryType = details.curType;
if(queryType == eGL_TEXTURE_CUBE_MAP)
queryType = eGL_TEXTURE_CUBE_MAP_POSITIVE_X;
gl.glGetTextureLevelParameterivEXT(res.name, queryType, 0, eGL_TEXTURE_COMPRESSED, &isComp);
int mips = GetNumMips(gl, details.curType, res.name, details.width, details.height, details.depth);
// create texture of identical format/size to store initial contents
if(details.curType == eGL_TEXTURE_2D_MULTISAMPLE)
{
gl.glTextureStorage2DMultisampleEXT(tex, details.curType, details.samples, details.internalFormat, details.width, details.height, GL_TRUE);
mips = 1;
}
else if(details.curType == eGL_TEXTURE_2D_MULTISAMPLE_ARRAY)
{
gl.glTextureStorage3DMultisampleEXT(tex, details.curType, details.samples, details.internalFormat, details.width, details.height, details.depth, GL_TRUE);
mips = 1;
}
else if(details.dimension == 1)
{
gl.glTextureStorage1DEXT(tex, details.curType, mips, details.internalFormat, details.width);
}
else if(details.dimension == 2)
{
gl.glTextureStorage2DEXT(tex, details.curType, mips, details.internalFormat, details.width, details.height);
}
else if(details.dimension == 3)
{
gl.glTextureStorage3DEXT(tex, details.curType, mips, details.internalFormat, details.width, details.height, details.depth);
}
// we need to set maxlevel appropriately for number of mips to force the texture to be complete.
// This can happen if e.g. a texture is initialised just by default with glTexImage for level 0 and
// used as a framebuffer attachment, then the implementation is fine with it. Unfortunately glCopyImageSubData
// requires completeness across all mips, a stricter requirement :(.
// We set max_level to mips - 1 (so mips=1 means MAX_LEVEL=0). Then restore it to the 'real' value we fetched above
int maxlevel = mips-1;
gl.glTextureParameterivEXT(res.name, details.curType, eGL_TEXTURE_MAX_LEVEL, (GLint *)&maxlevel);
bool iscomp = IsCompressedFormat(details.internalFormat);
bool avoidCopySubImage = false;
if(iscomp && VendorCheck[VendorCheck_AMD_copy_compressed_tinymips])
avoidCopySubImage = true;
if(iscomp && details.curType == eGL_TEXTURE_CUBE_MAP && VendorCheck[VendorCheck_AMD_copy_compressed_cubemaps])
avoidCopySubImage = true;
GLint packParams[8] = {0};
GLint unpackParams[8] = {0};
GLuint pixelPackBuffer = 0;
GLuint pixelUnpackBuffer = 0;
if(avoidCopySubImage)
{
gl.glGetIntegerv(eGL_PACK_SWAP_BYTES, &packParams[0]);
gl.glGetIntegerv(eGL_PACK_LSB_FIRST, &packParams[1]);
gl.glGetIntegerv(eGL_PACK_ROW_LENGTH, &packParams[2]);
gl.glGetIntegerv(eGL_PACK_IMAGE_HEIGHT, &packParams[3]);
gl.glGetIntegerv(eGL_PACK_SKIP_PIXELS, &packParams[4]);
gl.glGetIntegerv(eGL_PACK_SKIP_ROWS, &packParams[5]);
gl.glGetIntegerv(eGL_PACK_SKIP_IMAGES, &packParams[6]);
gl.glGetIntegerv(eGL_PACK_ALIGNMENT, &packParams[7]);
gl.glPixelStorei(eGL_PACK_SWAP_BYTES, 0);
gl.glPixelStorei(eGL_PACK_LSB_FIRST, 0);
gl.glPixelStorei(eGL_PACK_ROW_LENGTH, 0);
gl.glPixelStorei(eGL_PACK_IMAGE_HEIGHT, 0);
gl.glPixelStorei(eGL_PACK_SKIP_PIXELS, 0);
gl.glPixelStorei(eGL_PACK_SKIP_ROWS, 0);
gl.glPixelStorei(eGL_PACK_SKIP_IMAGES, 0);
gl.glPixelStorei(eGL_PACK_ALIGNMENT, 1);
gl.glGetIntegerv(eGL_UNPACK_SWAP_BYTES, &unpackParams[0]);
gl.glGetIntegerv(eGL_UNPACK_LSB_FIRST, &unpackParams[1]);
gl.glGetIntegerv(eGL_UNPACK_ROW_LENGTH, &unpackParams[2]);
gl.glGetIntegerv(eGL_UNPACK_IMAGE_HEIGHT, &unpackParams[3]);
gl.glGetIntegerv(eGL_UNPACK_SKIP_PIXELS, &unpackParams[4]);
gl.glGetIntegerv(eGL_UNPACK_SKIP_ROWS, &unpackParams[5]);
gl.glGetIntegerv(eGL_UNPACK_SKIP_IMAGES, &unpackParams[6]);
gl.glGetIntegerv(eGL_UNPACK_ALIGNMENT, &unpackParams[7]);
gl.glPixelStorei(eGL_UNPACK_SWAP_BYTES, 0);
gl.glPixelStorei(eGL_UNPACK_LSB_FIRST, 0);
gl.glPixelStorei(eGL_UNPACK_ROW_LENGTH, 0);
gl.glPixelStorei(eGL_UNPACK_IMAGE_HEIGHT, 0);
gl.glPixelStorei(eGL_UNPACK_SKIP_PIXELS, 0);
gl.glPixelStorei(eGL_UNPACK_SKIP_ROWS, 0);
gl.glPixelStorei(eGL_UNPACK_SKIP_IMAGES, 0);
gl.glPixelStorei(eGL_UNPACK_ALIGNMENT, 1);
gl.glGetIntegerv(eGL_PIXEL_PACK_BUFFER_BINDING, (GLint *)&pixelPackBuffer);
gl.glGetIntegerv(eGL_PIXEL_UNPACK_BUFFER_BINDING, (GLint *)&pixelUnpackBuffer);
gl.glBindBuffer(eGL_PIXEL_PACK_BUFFER, 0);
gl.glBindBuffer(eGL_PIXEL_UNPACK_BUFFER, 0);
}
// copy over mips
for(int i=0; i < mips; i++)
{
int w = RDCMAX(details.width>>i, 1);
int h = RDCMAX(details.height>>i, 1);
int d = RDCMAX(details.depth>>i, 1);
if(details.curType == eGL_TEXTURE_CUBE_MAP)
d *= 6;
else if(details.curType == eGL_TEXTURE_CUBE_MAP_ARRAY ||
details.curType == eGL_TEXTURE_1D_ARRAY ||
details.curType == eGL_TEXTURE_2D_ARRAY)
d = details.depth;
// AMD throws an error copying mips that are smaller than the block size in one dimension, so do copy via
// CPU instead (will be slow, potentially we could optimise this if there's a different GPU-side image copy
// routine that works on these dimensions. Hopefully there'll only be a couple of such mips).
//
// AMD also has issues copying cubemaps
if(
(iscomp && VendorCheck[VendorCheck_AMD_copy_compressed_tinymips] && (w < 4 || h < 4)) ||
(iscomp && VendorCheck[VendorCheck_AMD_copy_compressed_cubemaps] && details.curType == eGL_TEXTURE_CUBE_MAP)
)
{
GLenum targets[] = {
eGL_TEXTURE_CUBE_MAP_POSITIVE_X,
eGL_TEXTURE_CUBE_MAP_NEGATIVE_X,
eGL_TEXTURE_CUBE_MAP_POSITIVE_Y,
eGL_TEXTURE_CUBE_MAP_NEGATIVE_Y,
eGL_TEXTURE_CUBE_MAP_POSITIVE_Z,
eGL_TEXTURE_CUBE_MAP_NEGATIVE_Z,
};
int count = ARRAY_COUNT(targets);
if(details.curType != eGL_TEXTURE_CUBE_MAP)
{
targets[0] = details.curType;
count = 1;
}
for(int trg=0; trg < count; trg++)
{
GLint compSize;
gl.glGetTextureLevelParameterivEXT(res.name, targets[trg], i, eGL_TEXTURE_COMPRESSED_IMAGE_SIZE, &compSize);
size_t size = compSize;
// sometimes cubemaps return the compressed image size for the whole texture, but we read it
// face by face
if(VendorCheck[VendorCheck_EXT_compressed_cube_size] && details.curType == eGL_TEXTURE_CUBE_MAP)
size /= 6;
byte *buf = new byte[size];
// read to CPU
gl.glGetCompressedTextureImageEXT(res.name, targets[trg], i, buf);
// write to GPU
if(details.dimension == 1)
gl.glCompressedTextureSubImage1DEXT(tex, targets[trg], i, 0, w, details.internalFormat, (GLsizei)size, buf);
else if(details.dimension == 2)
gl.glCompressedTextureSubImage2DEXT(tex, targets[trg], i, 0, 0, w, h, details.internalFormat, (GLsizei)size, buf);
else if(details.dimension == 3)
gl.glCompressedTextureSubImage3DEXT(tex, targets[trg], i, 0, 0, 0, w, h, d, details.internalFormat, (GLsizei)size, buf);
delete[] buf;
}
}
else
{
// it seems like everything explodes if I do glCopyImageSubData on a D32F_S8 texture - in-program the overlay
// gets corrupted as one UBO seems to not provide data anymore until it's "refreshed". It seems like a driver bug,
// nvidia specific.
// In most cases a program isn't going to rely on the contents of a depth-stencil buffer (shadow maps that it might
// require would be depth-only formatted).
if(details.internalFormat == eGL_DEPTH32F_STENCIL8 && VendorCheck[VendorCheck_NV_avoid_D32S8_copy])
RDCDEBUG("Not fetching initial contents of D32F_S8 texture");
else
gl.glCopyImageSubData(res.name, details.curType, i, 0, 0, 0, tex, details.curType, i, 0, 0, 0, w, h, d);
}
}
if(avoidCopySubImage)
{
gl.glPixelStorei(eGL_PACK_SWAP_BYTES, packParams[0]);
gl.glPixelStorei(eGL_PACK_LSB_FIRST, packParams[1]);
gl.glPixelStorei(eGL_PACK_ROW_LENGTH, packParams[2]);
gl.glPixelStorei(eGL_PACK_IMAGE_HEIGHT, packParams[3]);
gl.glPixelStorei(eGL_PACK_SKIP_PIXELS, packParams[4]);
gl.glPixelStorei(eGL_PACK_SKIP_ROWS, packParams[5]);
gl.glPixelStorei(eGL_PACK_SKIP_IMAGES, packParams[6]);
gl.glPixelStorei(eGL_PACK_ALIGNMENT, packParams[7]);
gl.glPixelStorei(eGL_UNPACK_SWAP_BYTES, unpackParams[0]);
gl.glPixelStorei(eGL_UNPACK_LSB_FIRST, unpackParams[1]);
gl.glPixelStorei(eGL_UNPACK_ROW_LENGTH, unpackParams[2]);
gl.glPixelStorei(eGL_UNPACK_IMAGE_HEIGHT, unpackParams[3]);
gl.glPixelStorei(eGL_UNPACK_SKIP_PIXELS, unpackParams[4]);
gl.glPixelStorei(eGL_UNPACK_SKIP_ROWS, unpackParams[5]);
gl.glPixelStorei(eGL_UNPACK_SKIP_IMAGES, unpackParams[6]);
gl.glPixelStorei(eGL_UNPACK_ALIGNMENT, unpackParams[7]);
gl.glBindBuffer(eGL_PIXEL_PACK_BUFFER, pixelPackBuffer);
gl.glBindBuffer(eGL_PIXEL_UNPACK_BUFFER, pixelUnpackBuffer);
}
gl.glTextureParameterivEXT(res.name, details.curType, eGL_TEXTURE_MAX_LEVEL, (GLint *)&state->maxLevel);
SetInitialContents(Id, InitialContentData(TextureRes(res.Context, tex), 0, (byte *)state));
}
else
{
// record texbuffer only state
GLuint bufName = 0;
gl.glGetTextureLevelParameterivEXT(res.name, details.curType, 0, eGL_TEXTURE_BUFFER_DATA_STORE_BINDING, (GLint *)&bufName);
state->texBuffer = GetID(BufferRes(res.Context, bufName));
gl.glGetTextureLevelParameterivEXT(res.name, details.curType, 0, eGL_TEXTURE_BUFFER_OFFSET, (GLint *)&state->texBufOffs);
gl.glGetTextureLevelParameterivEXT(res.name, details.curType, 0, eGL_TEXTURE_BUFFER_SIZE, (GLint *)&state->texBufSize);
SetInitialContents(Id, InitialContentData(GLResource(MakeNullResource), 0, (byte *)state));
}
}
else if(res.Namespace == eResFramebuffer)
{
// need to be on the right context, as feedback objects are never shared
void *oldctx = NULL;
byte *data = Serialiser::AllocAlignedBuffer(sizeof(FramebufferInitialData));
RDCEraseMem(data, sizeof(FramebufferInitialData));
SetInitialContents(Id, InitialContentData(GLResource(MakeNullResource), 0, data));
// if FBOs aren't shared we need to fetch the data for this FBO on the right context. It's
// not safe for us to go changing contexts ourselves (the context could be active on another
// thread), so instead we'll queue this up to fetch when we are on the correct context.
//
// Because we've already allocated and set the blob above, it can be filled in any time
// before serialising (end of the frame, and if the context is never used before the end of
// the frame the resource can't be used, so not fetching the initial state doesn't matter).
//
// Note we also need to detect the case where the context is already current on another thread
// and we just start getting commands there, but that case already isn't supported as we don't
// detect it and insert state-change chunks, we assume all commands will come from a single
// thread.
if(!VendorCheck[VendorCheck_EXT_fbo_shared] && res.Context && m_GL->GetCtx() != res.Context)
{
m_GL->QueuePrepareInitialState(res, data);
}
else
{
// call immediately, we are on the right context or for one reason or another the context
// doesn't matter for fetching this resource (res.Context is NULL or vendorcheck means they're
// shared).
Prepare_InitialState(res, (byte *)data);
}
}
else if(res.Namespace == eResFeedback)
{
byte *data = Serialiser::AllocAlignedBuffer(sizeof(FeedbackInitialData));
RDCEraseMem(data, sizeof(FeedbackInitialData));
SetInitialContents(Id, InitialContentData(GLResource(MakeNullResource), 0, data));
// queue initial state fetching if we're not on the right context, see above in FBOs for more
// explanation of this.
if(res.Context && m_GL->GetCtx() != res.Context)
{
m_GL->QueuePrepareInitialState(res, data);
}
else
{
Prepare_InitialState(res, (byte *)data);
}
}
else if(res.Namespace == eResVertexArray)
{
byte *data = Serialiser::AllocAlignedBuffer(sizeof(VAOInitialData));
RDCEraseMem(data, sizeof(VAOInitialData));
SetInitialContents(Id, InitialContentData(GLResource(MakeNullResource), 0, data));
// queue initial state fetching if we're not on the right context, see above in FBOs for more
// explanation of this.
if(res.Context && m_GL->GetCtx() != res.Context)
{
m_GL->QueuePrepareInitialState(res, data);
}
else
{
Prepare_InitialState(res, (byte *)data);
}
}
else if(res.Namespace == eResRenderbuffer)
{
//
}
else
{
RDCERR("Unexpected type of resource requiring initial state");
}
return true;
}
bool GLResourceManager::Force_InitialState(GLResource res)
{
return false;
}
bool GLResourceManager::Serialise_InitialState(GLResource res)
{
ResourceId Id = ResourceId();
if(m_State >= WRITING)
{
Id = GetID(res);
if(res.Namespace != eResBuffer)
m_pSerialiser->Serialise("Id", Id);
}
else
{
m_pSerialiser->Serialise("Id", Id);
}
if(m_State < WRITING)
{
if(HasLiveResource(Id))
res = GetLiveResource(Id);
else
res = GLResource(MakeNullResource);
}
const GLHookSet &gl = m_GL->m_Real;
if(res.Namespace == eResBuffer)
{
// Nothing to serialize
}
else if(res.Namespace == eResProgram)
{
// Prepare_InitialState sets the serialise chunk directly on write,
// so we should never come in here except for when reading
RDCASSERT(m_State < WRITING);
WrappedOpenGL::ProgramData &details = m_GL->m_Programs[GetLiveID(Id)];
GLuint initProg = gl.glCreateProgram();
for(size_t i=0; i < details.shaders.size(); i++)
{
const auto &shadDetails = m_GL->m_Shaders[details.shaders[i]];
GLuint shad = gl.glCreateShader(shadDetails.type);
char **srcs = new char *[shadDetails.sources.size()];
for(size_t s=0; s < shadDetails.sources.size(); s++)
srcs[s] = (char *)shadDetails.sources[s].c_str();
gl.glShaderSource(shad, (GLsizei)shadDetails.sources.size(), srcs, NULL);
SAFE_DELETE_ARRAY(srcs);
gl.glCompileShader(shad);
gl.glAttachShader(initProg, shad);
gl.glDeleteShader(shad);
}
gl.glLinkProgram(initProg);
GLint status = 0;
gl.glGetProgramiv(initProg, eGL_LINK_STATUS, &status);
// if it failed to link, try again as a separable program.
// we can't do this by default because of the silly rules meaning
// shaders need fixup to be separable-compatible.
if(status == 0)
{
gl.glProgramParameteri(initProg, eGL_PROGRAM_SEPARABLE, 1);
gl.glLinkProgram(initProg);
gl.glGetProgramiv(initProg, eGL_LINK_STATUS, &status);
}
if(status == 0)
{
if(details.shaders.size() == 0)
{
RDCWARN("No shaders attached to program");
}
else
{
char buffer[1025] = {0};
gl.glGetProgramInfoLog(initProg, 1024, NULL, buffer);
RDCERR("Link error: %s", buffer);
}
}
SerialiseProgramUniforms(gl, m_pSerialiser, initProg, &details.locationTranslate, false);
SetInitialContents(Id, InitialContentData(ProgramRes(m_GL->GetCtx(), initProg), 0, NULL));
}
else if(res.Namespace == eResTexture)
{
if(m_State >= WRITING)
{
WrappedOpenGL::TextureData &details = m_GL->m_Textures[Id];
SERIALISE_ELEMENT(GLenum, f, details.internalFormat);
// only continue with the rest if the format is valid (storage allocated)
if(f != eGL_NONE)
{
GLuint tex = GetInitialContents(Id).resource.name;
GLuint ppb = 0;
gl.glGetIntegerv(eGL_PIXEL_PACK_BUFFER_BINDING, (GLint *)&ppb);
gl.glBindBuffer(eGL_PIXEL_PACK_BUFFER, 0);
GLint packParams[8];
gl.glGetIntegerv(eGL_PACK_SWAP_BYTES, &packParams[0]);
gl.glGetIntegerv(eGL_PACK_LSB_FIRST, &packParams[1]);
gl.glGetIntegerv(eGL_PACK_ROW_LENGTH, &packParams[2]);
gl.glGetIntegerv(eGL_PACK_IMAGE_HEIGHT, &packParams[3]);
gl.glGetIntegerv(eGL_PACK_SKIP_PIXELS, &packParams[4]);
gl.glGetIntegerv(eGL_PACK_SKIP_ROWS, &packParams[5]);
gl.glGetIntegerv(eGL_PACK_SKIP_IMAGES, &packParams[6]);
gl.glGetIntegerv(eGL_PACK_ALIGNMENT, &packParams[7]);
gl.glPixelStorei(eGL_PACK_SWAP_BYTES, 0);
gl.glPixelStorei(eGL_PACK_LSB_FIRST, 0);
gl.glPixelStorei(eGL_PACK_ROW_LENGTH, 0);
gl.glPixelStorei(eGL_PACK_IMAGE_HEIGHT, 0);
gl.glPixelStorei(eGL_PACK_SKIP_PIXELS, 0);
gl.glPixelStorei(eGL_PACK_SKIP_ROWS, 0);
gl.glPixelStorei(eGL_PACK_SKIP_IMAGES, 0);
gl.glPixelStorei(eGL_PACK_ALIGNMENT, 1);
GLint isComp = 0;
GLenum queryType = details.curType;
if(queryType == eGL_TEXTURE_CUBE_MAP)
queryType = eGL_TEXTURE_CUBE_MAP_POSITIVE_X;
gl.glGetTextureLevelParameterivEXT(res.name, queryType, 0, eGL_TEXTURE_COMPRESSED, &isComp);
int imgmips = GetNumMips(gl, details.curType, tex, details.width, details.height, details.depth);
TextureStateInitialData *state = (TextureStateInitialData *)GetInitialContents(Id).blob;
SERIALISE_ELEMENT(TextureStateInitialData, stateData, *state);
SERIALISE_ELEMENT(uint32_t, width, details.width);
SERIALISE_ELEMENT(uint32_t, height, details.height);
SERIALISE_ELEMENT(uint32_t, depth, details.depth);
SERIALISE_ELEMENT(uint32_t, samples, details.samples);
SERIALISE_ELEMENT(uint32_t, dim, details.dimension);
SERIALISE_ELEMENT(GLenum, t, details.curType);
SERIALISE_ELEMENT(int, mips, imgmips);
SERIALISE_ELEMENT(bool, isCompressed, isComp != 0);
if(details.curType == eGL_TEXTURE_BUFFER)
{
// no contents to copy for texture buffer (it's copied under the buffer)
}
else if(isCompressed)
{
for(int i=0; i < mips; i++)
{
GLenum targets[] = {
eGL_TEXTURE_CUBE_MAP_POSITIVE_X,
eGL_TEXTURE_CUBE_MAP_NEGATIVE_X,
eGL_TEXTURE_CUBE_MAP_POSITIVE_Y,
eGL_TEXTURE_CUBE_MAP_NEGATIVE_Y,
eGL_TEXTURE_CUBE_MAP_POSITIVE_Z,
eGL_TEXTURE_CUBE_MAP_NEGATIVE_Z,
};
int count = ARRAY_COUNT(targets);
if(t != eGL_TEXTURE_CUBE_MAP)
{
targets[0] = details.curType;
count = 1;
}
for(int trg=0; trg < count; trg++)
{
GLint compSize;
gl.glGetTextureLevelParameterivEXT(tex, targets[trg], i, eGL_TEXTURE_COMPRESSED_IMAGE_SIZE, &compSize);
size_t size = compSize;
// sometimes cubemaps return the compressed image size for the whole texture, but we read it
// face by face
if(VendorCheck[VendorCheck_EXT_compressed_cube_size] && t == eGL_TEXTURE_CUBE_MAP)
size /= 6;
byte *buf = new byte[size];
gl.glGetCompressedTextureImageEXT(tex, targets[trg], i, buf);
m_pSerialiser->SerialiseBuffer("image", buf, size);
delete[] buf;
}
}
}
else if(samples > 1)
{
GLNOTIMP("Not implemented - initial states of multisampled textures");
}
else
{
GLenum fmt = GetBaseFormat(details.internalFormat);
GLenum type = GetDataType(details.internalFormat);
size_t size = GetByteSize(details.width, details.height, details.depth, fmt, type);
byte *buf = new byte[size];
GLenum binding = TextureBinding(t);
GLuint prevtex = 0;
gl.glGetIntegerv(binding, (GLint *)&prevtex);
gl.glBindTexture(t, tex);
for(int i=0; i < mips; i++)
{
int w = RDCMAX(details.width>>i, 1);
int h = RDCMAX(details.height>>i, 1);
int d = RDCMAX(details.depth>>i, 1);
if(t == eGL_TEXTURE_CUBE_MAP_ARRAY ||
t == eGL_TEXTURE_1D_ARRAY ||
t == eGL_TEXTURE_2D_ARRAY)
d = details.depth;
size = GetByteSize(w, h, d, fmt, type);
GLenum targets[] = {
eGL_TEXTURE_CUBE_MAP_POSITIVE_X,
eGL_TEXTURE_CUBE_MAP_NEGATIVE_X,
eGL_TEXTURE_CUBE_MAP_POSITIVE_Y,
eGL_TEXTURE_CUBE_MAP_NEGATIVE_Y,
eGL_TEXTURE_CUBE_MAP_POSITIVE_Z,
eGL_TEXTURE_CUBE_MAP_NEGATIVE_Z,
};
int count = ARRAY_COUNT(targets);
if(t != eGL_TEXTURE_CUBE_MAP)
{
targets[0] = t;
count = 1;
}
for(int trg=0; trg < count; trg++)
{
// we avoid glGetTextureImageEXT as it seems buggy for cubemap faces
gl.glGetTexImage(targets[trg], i, fmt, type, buf);
m_pSerialiser->SerialiseBuffer("image", buf, size);
}
}
gl.glBindTexture(t, prevtex);
SAFE_DELETE_ARRAY(buf);
}
gl.glBindBuffer(eGL_PIXEL_PACK_BUFFER, ppb);
gl.glPixelStorei(eGL_PACK_SWAP_BYTES, packParams[0]);
gl.glPixelStorei(eGL_PACK_LSB_FIRST, packParams[1]);
gl.glPixelStorei(eGL_PACK_ROW_LENGTH, packParams[2]);
gl.glPixelStorei(eGL_PACK_IMAGE_HEIGHT, packParams[3]);
gl.glPixelStorei(eGL_PACK_SKIP_PIXELS, packParams[4]);
gl.glPixelStorei(eGL_PACK_SKIP_ROWS, packParams[5]);
gl.glPixelStorei(eGL_PACK_SKIP_IMAGES, packParams[6]);
gl.glPixelStorei(eGL_PACK_ALIGNMENT, packParams[7]);
}
}
else
{
SERIALISE_ELEMENT(GLenum, internalformat, eGL_NONE);
if(internalformat != eGL_NONE)
{
GLuint pub = 0;
gl.glGetIntegerv(eGL_PIXEL_UNPACK_BUFFER_BINDING, (GLint *)&pub);
gl.glBindBuffer(eGL_PIXEL_UNPACK_BUFFER, 0);
GLint unpackParams[8];
gl.glGetIntegerv(eGL_UNPACK_SWAP_BYTES, &unpackParams[0]);
gl.glGetIntegerv(eGL_UNPACK_LSB_FIRST, &unpackParams[1]);
gl.glGetIntegerv(eGL_UNPACK_ROW_LENGTH, &unpackParams[2]);
gl.glGetIntegerv(eGL_UNPACK_IMAGE_HEIGHT, &unpackParams[3]);
gl.glGetIntegerv(eGL_UNPACK_SKIP_PIXELS, &unpackParams[4]);
gl.glGetIntegerv(eGL_UNPACK_SKIP_ROWS, &unpackParams[5]);
gl.glGetIntegerv(eGL_UNPACK_SKIP_IMAGES, &unpackParams[6]);
gl.glGetIntegerv(eGL_UNPACK_ALIGNMENT, &unpackParams[7]);
gl.glPixelStorei(eGL_UNPACK_SWAP_BYTES, 0);
gl.glPixelStorei(eGL_UNPACK_LSB_FIRST, 0);
gl.glPixelStorei(eGL_UNPACK_ROW_LENGTH, 0);
gl.glPixelStorei(eGL_UNPACK_IMAGE_HEIGHT, 0);
gl.glPixelStorei(eGL_UNPACK_SKIP_PIXELS, 0);
gl.glPixelStorei(eGL_UNPACK_SKIP_ROWS, 0);
gl.glPixelStorei(eGL_UNPACK_SKIP_IMAGES, 0);
gl.glPixelStorei(eGL_UNPACK_ALIGNMENT, 1);
TextureStateInitialData *state = (TextureStateInitialData *)Serialiser::AllocAlignedBuffer(sizeof(TextureStateInitialData));
RDCEraseMem(state, sizeof(TextureStateInitialData));
m_pSerialiser->Serialise("state", *state);
SERIALISE_ELEMENT(uint32_t, width, 0);
SERIALISE_ELEMENT(uint32_t, height, 0);
SERIALISE_ELEMENT(uint32_t, depth, 0);
SERIALISE_ELEMENT(uint32_t, samples, 0);
SERIALISE_ELEMENT(uint32_t, dim, 0);
SERIALISE_ELEMENT(GLenum, textype, eGL_NONE);
SERIALISE_ELEMENT(int, mips, 0);
SERIALISE_ELEMENT(bool, isCompressed, false);
// if number of mips isn't sufficient, make sure to initialise
// the lower levels - this could happen if e.g. a texture is
// init'd with glTexImage(level = 0), then after we stop tracking
// it glGenerateMipmap is called
{
GLuint live = GetLiveResource(Id).name;
GLsizei w = (GLsizei)width;
GLsizei h = (GLsizei)height;
GLsizei d = (GLsizei)depth;
int liveMips = GetNumMips(gl, textype, live, width, height, depth);
GLenum targets[] = {
eGL_TEXTURE_CUBE_MAP_POSITIVE_X,
eGL_TEXTURE_CUBE_MAP_NEGATIVE_X,
eGL_TEXTURE_CUBE_MAP_POSITIVE_Y,
eGL_TEXTURE_CUBE_MAP_NEGATIVE_Y,
eGL_TEXTURE_CUBE_MAP_POSITIVE_Z,
eGL_TEXTURE_CUBE_MAP_NEGATIVE_Z,
};
int count = ARRAY_COUNT(targets);
if(textype != eGL_TEXTURE_CUBE_MAP)
{
targets[0] = textype;
count = 1;
}
for(int m = 1; m < mips; m++)
{
w = RDCMAX(1, w >> 1);
h = RDCMAX(1, h >> 1);
d = RDCMAX(1, d >> 1);
if(textype == eGL_TEXTURE_CUBE_MAP_ARRAY ||
textype == eGL_TEXTURE_1D_ARRAY ||
textype == eGL_TEXTURE_2D_ARRAY)
d = (GLsizei)depth;
if(m >= liveMips)
{
for(int t=0; t < count; t++)
{
if(isCompressed)
{
GLsizei compSize = (GLsizei)GetCompressedByteSize(w, h, d, internalformat, m);
vector<byte> dummy;
dummy.resize(compSize);
if(dim == 1)
gl.glCompressedTextureImage1DEXT(live, targets[t], m, internalformat, w, 0, compSize, &dummy[0]);
else if(dim == 2)
gl.glCompressedTextureImage2DEXT(live, targets[t], m, internalformat, w, h, 0, compSize, &dummy[0]);
else if(dim == 3)
gl.glCompressedTextureImage3DEXT(live, targets[t], m, internalformat, w, h, d, 0, compSize, &dummy[0]);
}
else
{
if(dim == 1)
gl.glTextureImage1DEXT(live, targets[t], m, internalformat, (GLsizei)w, 0,
GetBaseFormat(internalformat), GetDataType(internalformat), NULL);
else if(dim == 2)
gl.glTextureImage2DEXT(live, targets[t], m, internalformat, (GLsizei)w, (GLsizei)h, 0,
GetBaseFormat(internalformat), GetDataType(internalformat), NULL);
else if(dim == 3)
gl.glTextureImage3DEXT(live, targets[t], m, internalformat, (GLsizei)w, (GLsizei)h, (GLsizei)d, 0,
GetBaseFormat(internalformat), GetDataType(internalformat), NULL);
}
}
}
}
}
GLuint tex = 0;
if(textype != eGL_TEXTURE_BUFFER)
{
GLuint prevtex = 0;
gl.glGetIntegerv(TextureBinding(textype), (GLint *)&prevtex);
gl.glGenTextures(1, &tex);
gl.glBindTexture(textype, tex);
gl.glBindTexture(textype, prevtex);
}
GLenum dummy;
EmulateLuminanceFormat(gl, tex, textype, internalformat, dummy);
// create texture of identical format/size to store initial contents
if(textype == eGL_TEXTURE_BUFFER)
{
// no 'contents' texture to create
}
else if(textype == eGL_TEXTURE_2D_MULTISAMPLE)
{
gl.glTextureStorage2DMultisampleEXT(tex, textype, samples, internalformat, width, height, GL_TRUE);
mips = 1;
}
else if(textype == eGL_TEXTURE_2D_MULTISAMPLE_ARRAY)
{
gl.glTextureStorage3DMultisampleEXT(tex, textype, samples, internalformat, width, height, depth, GL_TRUE);
mips = 1;
}
else if(dim == 1)
{
gl.glTextureStorage1DEXT(tex, textype, mips, internalformat, width);
}
else if(dim == 2)
{
gl.glTextureStorage2DEXT(tex, textype, mips, internalformat, width, height);
}
else if(dim == 3)
{
gl.glTextureStorage3DEXT(tex, textype, mips, internalformat, width, height, depth);
}
if(textype == eGL_TEXTURE_BUFFER)
{
// no contents to serialise
}
else if(isCompressed)
{
for(int i=0; i < mips; i++)
{
uint32_t w = RDCMAX(width>>i, 1U);
uint32_t h = RDCMAX(height>>i, 1U);
uint32_t d = RDCMAX(depth>>i, 1U);
if(textype == eGL_TEXTURE_CUBE_MAP_ARRAY ||
textype == eGL_TEXTURE_1D_ARRAY ||
textype == eGL_TEXTURE_2D_ARRAY)
d = depth;
GLenum targets[] = {
eGL_TEXTURE_CUBE_MAP_POSITIVE_X,
eGL_TEXTURE_CUBE_MAP_NEGATIVE_X,
eGL_TEXTURE_CUBE_MAP_POSITIVE_Y,
eGL_TEXTURE_CUBE_MAP_NEGATIVE_Y,
eGL_TEXTURE_CUBE_MAP_POSITIVE_Z,
eGL_TEXTURE_CUBE_MAP_NEGATIVE_Z,
};
int count = ARRAY_COUNT(targets);
if(textype != eGL_TEXTURE_CUBE_MAP)
{
targets[0] = textype;
count = 1;
}
for(int trg=0; trg < count; trg++)
{
size_t size = 0;
byte *buf = NULL;
m_pSerialiser->SerialiseBuffer("image", buf, size);
if(dim == 1)
gl.glCompressedTextureSubImage1DEXT(tex, targets[trg], i, 0, w, internalformat, (GLsizei)size, buf);
else if(dim == 2)
gl.glCompressedTextureSubImage2DEXT(tex, targets[trg], i, 0, 0, w, h, internalformat, (GLsizei)size, buf);
else if(dim == 3)
gl.glCompressedTextureSubImage3DEXT(tex, targets[trg], i, 0, 0, 0, w, h, d, internalformat, (GLsizei)size, buf);
delete[] buf;
}
}
}
else if(samples > 1)
{
GLNOTIMP("Not implemented - initial states of multisampled textures");
}
else
{
GLenum fmt = GetBaseFormat(internalformat);
GLenum type = GetDataType(internalformat);
for(int i=0; i < mips; i++)
{
uint32_t w = RDCMAX(width>>i, 1U);
uint32_t h = RDCMAX(height>>i, 1U);
uint32_t d = RDCMAX(depth>>i, 1U);
if(textype == eGL_TEXTURE_CUBE_MAP_ARRAY ||
textype == eGL_TEXTURE_1D_ARRAY ||
textype == eGL_TEXTURE_2D_ARRAY)
d = depth;
GLenum targets[] = {
eGL_TEXTURE_CUBE_MAP_POSITIVE_X,
eGL_TEXTURE_CUBE_MAP_NEGATIVE_X,
eGL_TEXTURE_CUBE_MAP_POSITIVE_Y,
eGL_TEXTURE_CUBE_MAP_NEGATIVE_Y,
eGL_TEXTURE_CUBE_MAP_POSITIVE_Z,
eGL_TEXTURE_CUBE_MAP_NEGATIVE_Z,
};
int count = ARRAY_COUNT(targets);
if(textype != eGL_TEXTURE_CUBE_MAP)
{
targets[0] = textype;
count = 1;
}
for(int trg=0; trg < count; trg++)
{
size_t size = 0;
byte *buf = NULL;
m_pSerialiser->SerialiseBuffer("image", buf, size);
if(dim == 1)
gl.glTextureSubImage1DEXT(tex, targets[trg], i, 0, w, fmt, type, buf);
else if(dim == 2)
gl.glTextureSubImage2DEXT(tex, targets[trg], i, 0, 0, w, h, fmt, type, buf);
else if(dim == 3)
gl.glTextureSubImage3DEXT(tex, targets[trg], i, 0, 0, 0, w, h, d, fmt, type, buf);
delete[] buf;
}
}
}
if(textype != eGL_TEXTURE_BUFFER)
SetInitialContents(Id, InitialContentData(TextureRes(m_GL->GetCtx(), tex), 0, (byte *)state));
else
SetInitialContents(Id, InitialContentData(GLResource(MakeNullResource), 0, (byte *)state));
gl.glBindBuffer(eGL_PIXEL_UNPACK_BUFFER, pub);
gl.glPixelStorei(eGL_UNPACK_SWAP_BYTES, unpackParams[0]);
gl.glPixelStorei(eGL_UNPACK_LSB_FIRST, unpackParams[1]);
gl.glPixelStorei(eGL_UNPACK_ROW_LENGTH, unpackParams[2]);
gl.glPixelStorei(eGL_UNPACK_IMAGE_HEIGHT, unpackParams[3]);
gl.glPixelStorei(eGL_UNPACK_SKIP_PIXELS, unpackParams[4]);
gl.glPixelStorei(eGL_UNPACK_SKIP_ROWS, unpackParams[5]);
gl.glPixelStorei(eGL_UNPACK_SKIP_IMAGES, unpackParams[6]);
gl.glPixelStorei(eGL_UNPACK_ALIGNMENT, unpackParams[7]);
}
}
}
else if(res.Namespace == eResFramebuffer)
{
FramebufferInitialData data;
if(m_State >= WRITING)
{
FramebufferInitialData *initialdata = (FramebufferInitialData *)GetInitialContents(Id).blob;
memcpy(&data, initialdata, sizeof(data));
}
m_pSerialiser->Serialise("Framebuffer object Buffers", data);
if(m_State < WRITING)
{
byte *blob = Serialiser::AllocAlignedBuffer(sizeof(data));
memcpy(blob, &data, sizeof(data));
SetInitialContents(Id, InitialContentData(GLResource(MakeNullResource), 0, blob));
}
}
else if(res.Namespace == eResFeedback)
{
FeedbackInitialData data;
if(m_State >= WRITING)
{
FeedbackInitialData *initialdata = (FeedbackInitialData *)GetInitialContents(Id).blob;
memcpy(&data, initialdata, sizeof(data));
}
m_pSerialiser->Serialise("Transform Feedback Buffers", data);
if(m_State < WRITING)
{
byte *blob = Serialiser::AllocAlignedBuffer(sizeof(data));
memcpy(blob, &data, sizeof(data));
SetInitialContents(Id, InitialContentData(GLResource(MakeNullResource), 0, blob));
}
}
else if(res.Namespace == eResVertexArray)
{
VAOInitialData data;
if(m_State >= WRITING)
{
VAOInitialData *initialdata = (VAOInitialData *)GetInitialContents(Id).blob;
memcpy(&data, initialdata, sizeof(data));
}
m_pSerialiser->Serialise("valid", data.valid);
for(GLuint i=0; i < 16; i++)
{
m_pSerialiser->Serialise("VertexAttrib[]", data.VertexAttribs[i]);
m_pSerialiser->Serialise("VertexBuffer[]", data.VertexBuffers[i]);
}
m_pSerialiser->Serialise("ElementArrayBuffer", data.ElementArrayBuffer);
if(m_State < WRITING)
{
byte *blob = Serialiser::AllocAlignedBuffer(sizeof(data));
memcpy(blob, &data, sizeof(data));
SetInitialContents(Id, InitialContentData(GLResource(MakeNullResource), 0, blob));
}
}
else if(res.Namespace == eResRenderbuffer)
{
RDCWARN("Technically you could try and readback the contents of a RenderBuffer via pixel copy.");
RDCWARN("Currently we don't support that though, and initial contents will be uninitialised.");
}
else
{
RDCERR("Unexpected type of resource requiring initial state");
}
return true;
}
void GLResourceManager::Create_InitialState(ResourceId id, GLResource live, bool hasData)
{
if(live.Namespace == eResTexture)
{
GLNOTIMP("Need to set initial clear state for textures without an initial state");
}
else if(live.Namespace == eResVertexArray)
{
GLNOTIMP("Need to set initial default state for vertex array objects without an initial state");
}
else if(live.Namespace != eResBuffer && live.Namespace != eResProgram && live.Namespace != eResRenderbuffer)
{
RDCUNIMPLEMENTED("Expect all initial states to be created & not skipped, presently");
}
}
void GLResourceManager::Apply_InitialState(GLResource live, InitialContentData initial)
{
const GLHookSet &gl = m_GL->m_Real;
if(live.Namespace == eResTexture)
{
ResourceId Id = GetID(live);
WrappedOpenGL::TextureData &details = m_GL->m_Textures[Id];
TextureStateInitialData *state = (TextureStateInitialData *)initial.blob;
if(details.curType != eGL_TEXTURE_BUFFER)
{
GLuint tex = initial.resource.name;
int mips = GetNumMips(gl, details.curType, tex, details.width, details.height, details.depth);
// we need to set maxlevel appropriately for number of mips to force the texture to be complete.
// This can happen if e.g. a texture is initialised just by default with glTexImage for level 0 and
// used as a framebuffer attachment, then the implementation is fine with it. Unfortunately glCopyImageSubData
// requires completeness across all mips, a stricter requirement :(.
// We set max_level to mips - 1 (so mips=1 means MAX_LEVEL=0). Then below where we set the texture state, the
// correct MAX_LEVEL is set to whatever the program had.
int maxlevel = mips-1;
gl.glTextureParameterivEXT(live.name, details.curType, eGL_TEXTURE_MAX_LEVEL, (GLint *)&maxlevel);
bool iscomp = IsCompressedFormat(details.internalFormat);
bool avoidCopySubImage = false;
if(iscomp && VendorCheck[VendorCheck_AMD_copy_compressed_tinymips])
avoidCopySubImage = true;
if(iscomp && details.curType == eGL_TEXTURE_CUBE_MAP && VendorCheck[VendorCheck_AMD_copy_compressed_cubemaps])
avoidCopySubImage = true;
GLint packParams[8];
GLint unpackParams[8];
if(avoidCopySubImage)
{
gl.glGetIntegerv(eGL_PACK_SWAP_BYTES, &packParams[0]);
gl.glGetIntegerv(eGL_PACK_LSB_FIRST, &packParams[1]);
gl.glGetIntegerv(eGL_PACK_ROW_LENGTH, &packParams[2]);
gl.glGetIntegerv(eGL_PACK_IMAGE_HEIGHT, &packParams[3]);
gl.glGetIntegerv(eGL_PACK_SKIP_PIXELS, &packParams[4]);
gl.glGetIntegerv(eGL_PACK_SKIP_ROWS, &packParams[5]);
gl.glGetIntegerv(eGL_PACK_SKIP_IMAGES, &packParams[6]);
gl.glGetIntegerv(eGL_PACK_ALIGNMENT, &packParams[7]);
gl.glPixelStorei(eGL_PACK_SWAP_BYTES, 0);
gl.glPixelStorei(eGL_PACK_LSB_FIRST, 0);
gl.glPixelStorei(eGL_PACK_ROW_LENGTH, 0);
gl.glPixelStorei(eGL_PACK_IMAGE_HEIGHT, 0);
gl.glPixelStorei(eGL_PACK_SKIP_PIXELS, 0);
gl.glPixelStorei(eGL_PACK_SKIP_ROWS, 0);
gl.glPixelStorei(eGL_PACK_SKIP_IMAGES, 0);
gl.glPixelStorei(eGL_PACK_ALIGNMENT, 1);
gl.glGetIntegerv(eGL_UNPACK_SWAP_BYTES, &unpackParams[0]);
gl.glGetIntegerv(eGL_UNPACK_LSB_FIRST, &unpackParams[1]);
gl.glGetIntegerv(eGL_UNPACK_ROW_LENGTH, &unpackParams[2]);
gl.glGetIntegerv(eGL_UNPACK_IMAGE_HEIGHT, &unpackParams[3]);
gl.glGetIntegerv(eGL_UNPACK_SKIP_PIXELS, &unpackParams[4]);
gl.glGetIntegerv(eGL_UNPACK_SKIP_ROWS, &unpackParams[5]);
gl.glGetIntegerv(eGL_UNPACK_SKIP_IMAGES, &unpackParams[6]);
gl.glGetIntegerv(eGL_UNPACK_ALIGNMENT, &unpackParams[7]);
gl.glPixelStorei(eGL_UNPACK_SWAP_BYTES, 0);
gl.glPixelStorei(eGL_UNPACK_LSB_FIRST, 0);
gl.glPixelStorei(eGL_UNPACK_ROW_LENGTH, 0);
gl.glPixelStorei(eGL_UNPACK_IMAGE_HEIGHT, 0);
gl.glPixelStorei(eGL_UNPACK_SKIP_PIXELS, 0);
gl.glPixelStorei(eGL_UNPACK_SKIP_ROWS, 0);
gl.glPixelStorei(eGL_UNPACK_SKIP_IMAGES, 0);
gl.glPixelStorei(eGL_UNPACK_ALIGNMENT, 1);
}
// copy over mips
for(int i=0; i < mips; i++)
{
int w = RDCMAX(details.width>>i, 1);
int h = RDCMAX(details.height>>i, 1);
int d = RDCMAX(details.depth>>i, 1);
if(details.curType == eGL_TEXTURE_CUBE_MAP)
d *= 6;
else if(details.curType == eGL_TEXTURE_CUBE_MAP_ARRAY ||
details.curType == eGL_TEXTURE_1D_ARRAY ||
details.curType == eGL_TEXTURE_2D_ARRAY)
d = details.depth;
// AMD throws an error copying mips that are smaller than the block size in one dimension, so do copy via
// CPU instead (will be slow, potentially we could optimise this if there's a different GPU-side image copy
// routine that works on these dimensions. Hopefully there'll only be a couple of such mips).
//
// AMD also has issues copying cubemaps
if(
(iscomp && VendorCheck[VendorCheck_AMD_copy_compressed_tinymips] && (w < 4 || h < 4)) ||
(iscomp && VendorCheck[VendorCheck_AMD_copy_compressed_cubemaps] && details.curType == eGL_TEXTURE_CUBE_MAP)
)
{
GLenum targets[] = {
eGL_TEXTURE_CUBE_MAP_POSITIVE_X,
eGL_TEXTURE_CUBE_MAP_NEGATIVE_X,
eGL_TEXTURE_CUBE_MAP_POSITIVE_Y,
eGL_TEXTURE_CUBE_MAP_NEGATIVE_Y,
eGL_TEXTURE_CUBE_MAP_POSITIVE_Z,
eGL_TEXTURE_CUBE_MAP_NEGATIVE_Z,
};
int count = ARRAY_COUNT(targets);
if(details.curType != eGL_TEXTURE_CUBE_MAP)
{
targets[0] = details.curType;
count = 1;
}
for(int trg=0; trg < count; trg++)
{
GLint compSize;
gl.glGetTextureLevelParameterivEXT(tex, targets[trg], i, eGL_TEXTURE_COMPRESSED_IMAGE_SIZE, &compSize);
size_t size = compSize;
// sometimes cubemaps return the compressed image size for the whole texture, but we read it
// face by face
if(VendorCheck[VendorCheck_EXT_compressed_cube_size] && details.curType == eGL_TEXTURE_CUBE_MAP)
size /= 6;
byte *buf = new byte[size];
// read to CPU
gl.glGetCompressedTextureImageEXT(tex, targets[trg], i, buf);
// write to GPU
if(details.dimension == 1)
gl.glCompressedTextureSubImage1DEXT(live.name, targets[trg], i, 0, w, details.internalFormat, (GLsizei)size, buf);
else if(details.dimension == 2)
gl.glCompressedTextureSubImage2DEXT(live.name, targets[trg], i, 0, 0, w, h, details.internalFormat, (GLsizei)size, buf);
else if(details.dimension == 3)
gl.glCompressedTextureSubImage3DEXT(live.name, targets[trg], i, 0, 0, 0, w, h, d, details.internalFormat, (GLsizei)size, buf);
delete[] buf;
}
}
else
{
// it seems like everything explodes if I do glCopyImageSubData on a D32F_S8 texture - on replay loads of things
// get heavily corrupted - probably the same as the problems we get in-program, but magnified. It seems like a driver bug,
// nvidia specific.
// In most cases a program isn't going to rely on the contents of a depth-stencil buffer (shadow maps that it might
// require would be depth-only formatted).
if(details.internalFormat == eGL_DEPTH32F_STENCIL8 && VendorCheck[VendorCheck_NV_avoid_D32S8_copy])
RDCDEBUG("Not fetching initial contents of D32F_S8 texture");
else
gl.glCopyImageSubData(tex, details.curType, i, 0, 0, 0, live.name, details.curType, i, 0, 0, 0, w, h, d);
}
}
if(avoidCopySubImage)
{
gl.glPixelStorei(eGL_PACK_SWAP_BYTES, packParams[0]);
gl.glPixelStorei(eGL_PACK_LSB_FIRST, packParams[1]);
gl.glPixelStorei(eGL_PACK_ROW_LENGTH, packParams[2]);
gl.glPixelStorei(eGL_PACK_IMAGE_HEIGHT, packParams[3]);
gl.glPixelStorei(eGL_PACK_SKIP_PIXELS, packParams[4]);
gl.glPixelStorei(eGL_PACK_SKIP_ROWS, packParams[5]);
gl.glPixelStorei(eGL_PACK_SKIP_IMAGES, packParams[6]);
gl.glPixelStorei(eGL_PACK_ALIGNMENT, packParams[7]);
gl.glPixelStorei(eGL_UNPACK_SWAP_BYTES, unpackParams[0]);
gl.glPixelStorei(eGL_UNPACK_LSB_FIRST, unpackParams[1]);
gl.glPixelStorei(eGL_UNPACK_ROW_LENGTH, unpackParams[2]);
gl.glPixelStorei(eGL_UNPACK_IMAGE_HEIGHT, unpackParams[3]);
gl.glPixelStorei(eGL_UNPACK_SKIP_PIXELS, unpackParams[4]);
gl.glPixelStorei(eGL_UNPACK_SKIP_ROWS, unpackParams[5]);
gl.glPixelStorei(eGL_UNPACK_SKIP_IMAGES, unpackParams[6]);
gl.glPixelStorei(eGL_UNPACK_ALIGNMENT, unpackParams[7]);
}
bool ms = (details.curType == eGL_TEXTURE_2D_MULTISAMPLE || details.curType == eGL_TEXTURE_2D_MULTISAMPLE_ARRAY);
if(state->depthMode == eGL_DEPTH_COMPONENT || state->depthMode == eGL_STENCIL_INDEX)
gl.glTextureParameterivEXT(live.name, details.curType, eGL_DEPTH_STENCIL_TEXTURE_MODE, (GLint *)&state->depthMode);
if(details.curType == eGL_TEXTURE_CUBE_MAP || details.curType == eGL_TEXTURE_CUBE_MAP_ARRAY)
gl.glTextureParameterivEXT(live.name, details.curType, eGL_TEXTURE_CUBE_MAP_SEAMLESS, (GLint *)&state->seamless);
gl.glTextureParameterivEXT(live.name, details.curType, eGL_TEXTURE_BASE_LEVEL, (GLint *)&state->baseLevel);
gl.glTextureParameterivEXT(live.name, details.curType, eGL_TEXTURE_MAX_LEVEL, (GLint *)&state->maxLevel);
// assume that emulated (luminance, alpha-only etc) textures are not swizzled
if(!details.emulated)
gl.glTextureParameterivEXT(live.name, details.curType, eGL_TEXTURE_SWIZZLE_RGBA, (GLint *)state->swizzle);
if(!ms)
{
gl.glTextureParameterivEXT(live.name, details.curType, eGL_TEXTURE_SRGB_DECODE_EXT, (GLint *)&state->srgbDecode);
gl.glTextureParameterivEXT(live.name, details.curType, eGL_TEXTURE_COMPARE_FUNC, (GLint *)&state->compareFunc);
gl.glTextureParameterivEXT(live.name, details.curType, eGL_TEXTURE_COMPARE_MODE, (GLint *)&state->compareMode);
gl.glTextureParameterivEXT(live.name, details.curType, eGL_TEXTURE_MIN_FILTER, (GLint *)&state->minFilter);
gl.glTextureParameterivEXT(live.name, details.curType, eGL_TEXTURE_MAG_FILTER, (GLint *)&state->magFilter);
gl.glTextureParameterivEXT(live.name, details.curType, eGL_TEXTURE_WRAP_R, (GLint *)&state->wrap[0]);
gl.glTextureParameterivEXT(live.name, details.curType, eGL_TEXTURE_WRAP_S, (GLint *)&state->wrap[1]);
gl.glTextureParameterivEXT(live.name, details.curType, eGL_TEXTURE_WRAP_T, (GLint *)&state->wrap[2]);
gl.glTextureParameterfvEXT(live.name, details.curType, eGL_TEXTURE_MIN_LOD, &state->minLod);
gl.glTextureParameterfvEXT(live.name, details.curType, eGL_TEXTURE_MAX_LOD, &state->maxLod);
gl.glTextureParameterfvEXT(live.name, details.curType, eGL_TEXTURE_BORDER_COLOR, state->border);
gl.glTextureParameterfvEXT(live.name, details.curType, eGL_TEXTURE_LOD_BIAS, &state->lodBias);
}
}
else
{
// restore texbuffer only state
gl.glTextureBufferRangeEXT(live.name, eGL_TEXTURE_BUFFER, details.internalFormat,
GetLiveResource(state->texBuffer).name, state->texBufOffs, state->texBufSize);
}
}
else if(live.Namespace == eResProgram)
{
CopyProgramUniforms(gl, initial.resource.name, live.name);
}
else if(live.Namespace == eResFramebuffer)
{
FramebufferInitialData *data = (FramebufferInitialData *)initial.blob;
if(data->valid)
{
GLuint prevread = 0, prevdraw = 0;
gl.glGetIntegerv(eGL_DRAW_FRAMEBUFFER_BINDING, (GLint *)&prevdraw);
gl.glGetIntegerv(eGL_READ_FRAMEBUFFER_BINDING, (GLint *)&prevread);
gl.glBindFramebuffer(eGL_DRAW_FRAMEBUFFER, live.name);
gl.glBindFramebuffer(eGL_READ_FRAMEBUFFER, live.name);
for(int i=0; i < (int)ARRAY_COUNT(data->Attachments); i++)
{
FramebufferAttachmentData &a = data->Attachments[i];
GLuint obj = a.obj == ResourceId() ? 0 : GetLiveResource(a.obj).name;
if(a.renderbuffer && obj)
{
gl.glNamedFramebufferRenderbufferEXT(live.name, data->attachmentNames[i], eGL_RENDERBUFFER, obj);
}
else
{
if(a.layered && obj)
{
gl.glNamedFramebufferTextureLayerEXT(live.name, data->attachmentNames[i], obj, a.level, a.layer);
}
else
{
gl.glNamedFramebufferTextureEXT(live.name, data->attachmentNames[i], obj, a.level);
}
}
}
// set invalid caps to GL_COLOR_ATTACHMENT0
for(int i=0; i < (int)ARRAY_COUNT(data->DrawBuffers); i++)
if(data->DrawBuffers[i] == eGL_BACK || data->DrawBuffers[i] == eGL_FRONT)
data->DrawBuffers[i] = eGL_COLOR_ATTACHMENT0;
if(data->ReadBuffer == eGL_BACK || data->ReadBuffer == eGL_FRONT) data->ReadBuffer = eGL_COLOR_ATTACHMENT0;
gl.glDrawBuffers(ARRAY_COUNT(data->DrawBuffers), data->DrawBuffers);
gl.glReadBuffer(data->ReadBuffer);
gl.glBindFramebuffer(eGL_DRAW_FRAMEBUFFER, prevdraw);
gl.glBindFramebuffer(eGL_READ_FRAMEBUFFER, prevread);
}
}
else if(live.Namespace == eResFeedback)
{
FeedbackInitialData *data = (FeedbackInitialData *)initial.blob;
if(data->valid)
{
GLuint prevfeedback = 0;
gl.glGetIntegerv(eGL_TRANSFORM_FEEDBACK, (GLint *)&prevfeedback);
gl.glBindTransformFeedback(eGL_TRANSFORM_FEEDBACK, live.name);
GLint maxCount = 0;
gl.glGetIntegerv(eGL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS, &maxCount);
for(int i=0; i < (int)ARRAY_COUNT(data->Buffer) && i < maxCount; i++)
{
GLuint buffer = data->Buffer[i] == ResourceId() ? 0 : GetLiveResource(data->Buffer[i]).name;
gl.glBindBufferRange(eGL_TRANSFORM_FEEDBACK_BUFFER, i, buffer, (GLintptr)data->Offset[i], (GLsizei)data->Size[i]);
}
gl.glBindTransformFeedback(eGL_TRANSFORM_FEEDBACK, prevfeedback);
}
}
else if(live.Namespace == eResVertexArray)
{
VAOInitialData *initialdata = (VAOInitialData *)initial.blob;
if(initialdata->valid)
{
GLuint VAO = 0;
gl.glGetIntegerv(eGL_VERTEX_ARRAY_BINDING, (GLint *)&VAO);
if(live.name == 0)
gl.glBindVertexArray(m_GL->GetFakeVAO());
else
gl.glBindVertexArray(live.name);
for(GLuint i=0; i < 16; i++)
{
VertexAttribInitialData &attrib = initialdata->VertexAttribs[i];
if(attrib.enabled)
gl.glEnableVertexAttribArray(i);
else
gl.glDisableVertexAttribArray(i);
gl.glVertexAttribBinding(i, attrib.vbslot);
if(attrib.size != 0)
{
if(initialdata->VertexAttribs[i].integer == 0)
gl.glVertexAttribFormat(i, attrib.size, attrib.type, (GLboolean)attrib.normalized, attrib.offset);
else
gl.glVertexAttribIFormat(i, attrib.size, attrib.type, attrib.offset);
}
VertexBufferInitialData &buf = initialdata->VertexBuffers[i];
GLuint buffer = buf.Buffer == ResourceId() ? 0 : GetLiveResource(buf.Buffer).name;
gl.glBindVertexBuffer(i, buffer, (GLintptr)buf.Offset, (GLsizei)buf.Stride);
gl.glVertexBindingDivisor(i, buf.Divisor);
}
GLuint buffer = initialdata->ElementArrayBuffer == ResourceId() ? 0 : GetLiveResource(initialdata->ElementArrayBuffer).name;
gl.glBindBuffer(eGL_ELEMENT_ARRAY_BUFFER, buffer);
gl.glBindVertexArray(VAO);
}
}
else if(live.Namespace == eResRenderbuffer)
{
}
else
{
RDCERR("Unexpected type of resource requiring initial state");
}
}