mirror of
https://github.com/baldurk/renderdoc.git
synced 2026-05-13 13:30:44 +00:00
70d98240d9
* This could happen with a missed call to glGenerateMipmap
1800 lines
63 KiB
C++
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");
|
|
}
|
|
}
|