mirror of
https://github.com/baldurk/renderdoc.git
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2174 lines
78 KiB
C++
2174 lines
78 KiB
C++
/******************************************************************************
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* The MIT License (MIT)
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*
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* Copyright (c) 2015-2017 Baldur Karlsson
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* Copyright (c) 2014 Crytek
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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* THE SOFTWARE.
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******************************************************************************/
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#include "driver/gl/gl_manager.h"
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#include "driver/gl/gl_driver.h"
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struct VertexAttribInitialData
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{
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uint32_t enabled;
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uint32_t vbslot;
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uint32_t offset;
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GLenum type;
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int32_t normalized;
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uint32_t integer;
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uint32_t size;
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};
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struct VertexBufferInitialData
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{
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ResourceId Buffer;
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uint64_t Stride;
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uint64_t Offset;
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uint32_t Divisor;
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};
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// note these data structures below contain a 'valid' bool, since due to complexities of
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// fetching the state on the right context, we might never be able to fetch the data at
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// all. So the valid is set to false to indicate that we shouldn't try to restore it on
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// replay.
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struct VAOInitialData
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{
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bool valid;
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VertexAttribInitialData VertexAttribs[16];
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VertexBufferInitialData VertexBuffers[16];
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ResourceId ElementArrayBuffer;
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};
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struct FeedbackInitialData
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{
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bool valid;
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ResourceId Buffer[4];
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uint64_t Offset[4];
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uint64_t Size[4];
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};
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struct FramebufferAttachmentData
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{
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bool renderbuffer;
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bool layered;
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int32_t layer;
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int32_t level;
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ResourceId obj;
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};
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struct FramebufferInitialData
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{
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bool valid;
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FramebufferAttachmentData Attachments[10];
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GLenum DrawBuffers[8];
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GLenum ReadBuffer;
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static const GLenum attachmentNames[10];
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};
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const GLenum FramebufferInitialData::attachmentNames[10] = {
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eGL_COLOR_ATTACHMENT0, eGL_COLOR_ATTACHMENT1, eGL_COLOR_ATTACHMENT2, eGL_COLOR_ATTACHMENT3,
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eGL_COLOR_ATTACHMENT4, eGL_COLOR_ATTACHMENT5, eGL_COLOR_ATTACHMENT6, eGL_COLOR_ATTACHMENT7,
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eGL_DEPTH_ATTACHMENT, eGL_STENCIL_ATTACHMENT,
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};
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template <>
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void Serialiser::Serialise(const char *name, VertexAttribInitialData &el)
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{
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ScopedContext scope(this, name, "VertexArrayInitialData", 0, true);
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Serialise("enabled", el.enabled);
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Serialise("vbslot", el.vbslot);
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Serialise("offset", el.offset);
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Serialise("type", el.type);
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Serialise("normalized", el.normalized);
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Serialise("integer", el.integer);
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Serialise("size", el.size);
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}
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template <>
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void Serialiser::Serialise(const char *name, VertexBufferInitialData &el)
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{
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ScopedContext scope(this, name, "VertexBufferInitialData", 0, true);
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Serialise("Buffer", el.Buffer);
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Serialise("Stride", el.Stride);
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Serialise("Offset", el.Offset);
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Serialise("Divisor", el.Divisor);
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}
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template <>
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void Serialiser::Serialise(const char *name, FeedbackInitialData &el)
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{
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ScopedContext scope(this, name, "FeedbackInitialData", 0, true);
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Serialise("valid", el.valid);
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SerialisePODArray<4>("Buffer", el.Buffer);
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SerialisePODArray<4>("Offset", el.Offset);
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SerialisePODArray<4>("Size", el.Size);
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}
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template <>
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void Serialiser::Serialise(const char *name, FramebufferAttachmentData &el)
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{
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ScopedContext scope(this, name, "FramebufferAttachmentData", 0, true);
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Serialise("renderbuffer", el.renderbuffer);
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Serialise("layered", el.layered);
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Serialise("layer", el.layer);
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Serialise("level", el.level);
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Serialise("obj", el.obj);
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}
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template <>
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void Serialiser::Serialise(const char *name, FramebufferInitialData &el)
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{
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ScopedContext scope(this, name, "FramebufferInitialData", 0, true);
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Serialise("valid", el.valid);
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SerialisePODArray<8>("DrawBuffers", el.DrawBuffers);
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for(size_t i = 0; i < ARRAY_COUNT(el.Attachments); i++)
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Serialise("Attachments", el.Attachments[i]);
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Serialise("ReadBuffer", el.ReadBuffer);
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}
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struct TextureStateInitialData
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{
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int32_t baseLevel, maxLevel;
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float minLod, maxLod;
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GLenum srgbDecode;
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GLenum depthMode;
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GLenum compareFunc, compareMode;
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GLenum minFilter, magFilter;
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int32_t seamless;
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GLenum swizzle[4];
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GLenum wrap[3];
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float border[4];
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float lodBias;
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ResourceId texBuffer;
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uint32_t texBufOffs;
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uint32_t texBufSize;
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};
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template <>
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void Serialiser::Serialise(const char *name, TextureStateInitialData &el)
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{
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ScopedContext scope(this, name, "TextureStateInitialData", 0, true);
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Serialise("baseLevel", el.baseLevel);
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Serialise("maxLevel", el.maxLevel);
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Serialise("minLod", el.minLod);
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Serialise("maxLod", el.maxLod);
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Serialise("srgbDecode", el.srgbDecode);
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Serialise("depthMode", el.depthMode);
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Serialise("compareFunc", el.compareFunc);
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Serialise("compareMode", el.compareMode);
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Serialise("seamless", el.seamless);
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Serialise("minFilter", el.minFilter);
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Serialise("magFilter", el.magFilter);
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SerialisePODArray<4>("swizzle", el.swizzle);
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SerialisePODArray<3>("wrap", el.wrap);
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SerialisePODArray<4>("border", el.border);
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Serialise("lodBias", el.lodBias);
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Serialise("texBuffer", el.texBuffer);
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Serialise("texBufOffs", el.texBufOffs);
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Serialise("texBufSize", el.texBufSize);
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}
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void GLResourceManager::MarkVAOReferenced(GLResource res, FrameRefType ref, bool allowFake0)
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{
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const GLHookSet &gl = m_GL->GetHookset();
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if(res.name || allowFake0)
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{
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MarkResourceFrameReferenced(res, ref == eFrameRef_Unknown ? eFrameRef_Unknown : eFrameRef_Read);
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GLint numVBufferBindings = 16;
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gl.glGetIntegerv(eGL_MAX_VERTEX_ATTRIB_BINDINGS, &numVBufferBindings);
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for(GLuint i = 0; i < (GLuint)numVBufferBindings; i++)
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{
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GLuint buffer = GetBoundVertexBuffer(gl, i);
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MarkResourceFrameReferenced(BufferRes(res.Context, buffer), ref);
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}
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GLuint ibuffer = 0;
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gl.glGetIntegerv(eGL_ELEMENT_ARRAY_BUFFER_BINDING, (GLint *)&ibuffer);
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MarkResourceFrameReferenced(BufferRes(res.Context, ibuffer), ref);
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}
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}
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void GLResourceManager::MarkFBOReferenced(GLResource res, FrameRefType ref)
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{
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if(res.name == 0)
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return;
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MarkResourceFrameReferenced(res, ref == eFrameRef_Unknown ? eFrameRef_Unknown : eFrameRef_Read);
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const GLHookSet &gl = m_GL->GetHookset();
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GLint numCols = 8;
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gl.glGetIntegerv(eGL_MAX_COLOR_ATTACHMENTS, &numCols);
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GLenum type = eGL_TEXTURE;
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GLuint name = 0;
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for(int c = 0; c < numCols; c++)
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{
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gl.glGetNamedFramebufferAttachmentParameterivEXT(res.name, GLenum(eGL_COLOR_ATTACHMENT0 + c),
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eGL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME,
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(GLint *)&name);
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gl.glGetNamedFramebufferAttachmentParameterivEXT(res.name, GLenum(eGL_COLOR_ATTACHMENT0 + c),
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eGL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE,
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(GLint *)&type);
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if(type == eGL_RENDERBUFFER)
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MarkResourceFrameReferenced(RenderbufferRes(res.Context, name), ref);
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else
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MarkResourceFrameReferenced(TextureRes(res.Context, name), ref);
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}
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gl.glGetNamedFramebufferAttachmentParameterivEXT(
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res.name, eGL_DEPTH_ATTACHMENT, eGL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME, (GLint *)&name);
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gl.glGetNamedFramebufferAttachmentParameterivEXT(
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res.name, eGL_DEPTH_ATTACHMENT, eGL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE, (GLint *)&type);
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if(name)
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{
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if(type == eGL_RENDERBUFFER)
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MarkResourceFrameReferenced(RenderbufferRes(res.Context, name), ref);
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else
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MarkResourceFrameReferenced(TextureRes(res.Context, name), ref);
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}
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gl.glGetNamedFramebufferAttachmentParameterivEXT(
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res.name, eGL_STENCIL_ATTACHMENT, eGL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME, (GLint *)&name);
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gl.glGetNamedFramebufferAttachmentParameterivEXT(
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res.name, eGL_STENCIL_ATTACHMENT, eGL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE, (GLint *)&type);
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if(name)
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{
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if(type == eGL_RENDERBUFFER)
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MarkResourceFrameReferenced(RenderbufferRes(res.Context, name), ref);
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else
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MarkResourceFrameReferenced(TextureRes(res.Context, name), ref);
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}
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}
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bool GLResourceManager::SerialisableResource(ResourceId id, GLResourceRecord *record)
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{
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if(id == m_GL->GetContextResourceID())
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return false;
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return true;
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}
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bool GLResourceManager::Need_InitialStateChunk(GLResource res)
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{
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return true;
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}
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bool GLResourceManager::Prepare_InitialState(GLResource res, byte *blob)
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{
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const GLHookSet &gl = m_GL->GetHookset();
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if(res.Namespace == eResFramebuffer)
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{
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FramebufferInitialData *data = (FramebufferInitialData *)blob;
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data->valid = true;
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GLuint prevread = 0, prevdraw = 0;
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gl.glGetIntegerv(eGL_DRAW_FRAMEBUFFER_BINDING, (GLint *)&prevdraw);
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gl.glGetIntegerv(eGL_READ_FRAMEBUFFER_BINDING, (GLint *)&prevread);
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gl.glBindFramebuffer(eGL_DRAW_FRAMEBUFFER, res.name);
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gl.glBindFramebuffer(eGL_READ_FRAMEBUFFER, res.name);
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// need to serialise out which objects are bound
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GLenum type = eGL_TEXTURE;
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GLuint object = 0;
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GLint layered = 0;
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for(int i = 0; i < (int)ARRAY_COUNT(data->Attachments); i++)
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{
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FramebufferAttachmentData &a = data->Attachments[i];
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GLenum attachment = FramebufferInitialData::attachmentNames[i];
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gl.glGetNamedFramebufferAttachmentParameterivEXT(
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res.name, attachment, eGL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME, (GLint *)&object);
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gl.glGetNamedFramebufferAttachmentParameterivEXT(
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res.name, attachment, eGL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE, (GLint *)&type);
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a.renderbuffer = (type == eGL_RENDERBUFFER);
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layered = 0;
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a.level = 0;
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a.layer = 0;
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if(object && !a.renderbuffer)
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{
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gl.glGetNamedFramebufferAttachmentParameterivEXT(
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res.name, attachment, eGL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL, &a.level);
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gl.glGetNamedFramebufferAttachmentParameterivEXT(
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res.name, attachment, eGL_FRAMEBUFFER_ATTACHMENT_LAYERED, &layered);
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if(layered == 0)
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gl.glGetNamedFramebufferAttachmentParameterivEXT(
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res.name, attachment, eGL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER, &a.layer);
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}
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a.layered = (layered != 0);
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a.obj = GetID(a.renderbuffer ? RenderbufferRes(res.Context, object)
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: TextureRes(res.Context, object));
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if(!a.renderbuffer)
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{
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WrappedOpenGL::TextureData &details = m_GL->m_Textures[a.obj];
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if(details.curType == eGL_TEXTURE_CUBE_MAP)
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{
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GLenum face;
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gl.glGetNamedFramebufferAttachmentParameterivEXT(
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res.name, attachment, eGL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE, (GLint *)&face);
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a.layer = CubeTargetIndex(face);
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}
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}
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}
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for(int i = 0; i < (int)ARRAY_COUNT(data->DrawBuffers); i++)
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gl.glGetIntegerv(GLenum(eGL_DRAW_BUFFER0 + i), (GLint *)&data->DrawBuffers[i]);
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gl.glGetIntegerv(eGL_READ_BUFFER, (GLint *)&data->ReadBuffer);
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gl.glBindFramebuffer(eGL_DRAW_FRAMEBUFFER, prevdraw);
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gl.glBindFramebuffer(eGL_READ_FRAMEBUFFER, prevread);
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}
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else if(res.Namespace == eResFeedback)
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{
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FeedbackInitialData *data = (FeedbackInitialData *)blob;
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data->valid = true;
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GLuint prevfeedback = 0;
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gl.glGetIntegerv(eGL_TRANSFORM_FEEDBACK_BINDING, (GLint *)&prevfeedback);
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gl.glBindTransformFeedback(eGL_TRANSFORM_FEEDBACK, res.name);
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GLint maxCount = 0;
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gl.glGetIntegerv(eGL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS, &maxCount);
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for(int i = 0; i < (int)ARRAY_COUNT(data->Buffer) && i < maxCount; i++)
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{
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GLuint buffer = 0;
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gl.glGetIntegeri_v(eGL_TRANSFORM_FEEDBACK_BUFFER_BINDING, i, (GLint *)&buffer);
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data->Buffer[i] = GetID(BufferRes(res.Context, buffer));
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gl.glGetInteger64i_v(eGL_TRANSFORM_FEEDBACK_BUFFER_START, i, (GLint64 *)&data->Offset[i]);
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gl.glGetInteger64i_v(eGL_TRANSFORM_FEEDBACK_BUFFER_SIZE, i, (GLint64 *)&data->Size[i]);
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}
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gl.glBindTransformFeedback(eGL_TRANSFORM_FEEDBACK, prevfeedback);
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}
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else if(res.Namespace == eResVertexArray)
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{
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VAOInitialData *data = (VAOInitialData *)blob;
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data->valid = true;
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GLuint prevVAO = 0;
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gl.glGetIntegerv(eGL_VERTEX_ARRAY_BINDING, (GLint *)&prevVAO);
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if(res.name == 0)
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gl.glBindVertexArray(m_GL->GetFakeVAO());
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else
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gl.glBindVertexArray(res.name);
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for(GLuint i = 0; i < 16; i++)
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{
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gl.glGetVertexAttribiv(i, eGL_VERTEX_ATTRIB_ARRAY_ENABLED,
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(GLint *)&data->VertexAttribs[i].enabled);
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gl.glGetVertexAttribiv(i, eGL_VERTEX_ATTRIB_BINDING, (GLint *)&data->VertexAttribs[i].vbslot);
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gl.glGetVertexAttribiv(i, eGL_VERTEX_ATTRIB_RELATIVE_OFFSET,
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(GLint *)&data->VertexAttribs[i].offset);
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gl.glGetVertexAttribiv(i, eGL_VERTEX_ATTRIB_ARRAY_TYPE, (GLint *)&data->VertexAttribs[i].type);
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gl.glGetVertexAttribiv(i, eGL_VERTEX_ATTRIB_ARRAY_NORMALIZED,
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(GLint *)&data->VertexAttribs[i].normalized);
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gl.glGetVertexAttribiv(i, eGL_VERTEX_ATTRIB_ARRAY_INTEGER,
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(GLint *)&data->VertexAttribs[i].integer);
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gl.glGetVertexAttribiv(i, eGL_VERTEX_ATTRIB_ARRAY_SIZE, (GLint *)&data->VertexAttribs[i].size);
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GLuint buffer = GetBoundVertexBuffer(gl, i);
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data->VertexBuffers[i].Buffer = GetID(BufferRes(res.Context, buffer));
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gl.glGetIntegeri_v(eGL_VERTEX_BINDING_STRIDE, i, (GLint *)&data->VertexBuffers[i].Stride);
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gl.glGetIntegeri_v(eGL_VERTEX_BINDING_OFFSET, i, (GLint *)&data->VertexBuffers[i].Offset);
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gl.glGetIntegeri_v(eGL_VERTEX_BINDING_DIVISOR, i, (GLint *)&data->VertexBuffers[i].Divisor);
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}
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GLuint buffer = 0;
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gl.glGetIntegerv(eGL_ELEMENT_ARRAY_BUFFER_BINDING, (GLint *)&buffer);
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data->ElementArrayBuffer = GetID(BufferRes(res.Context, buffer));
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gl.glBindVertexArray(prevVAO);
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}
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return true;
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}
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bool GLResourceManager::Prepare_InitialState(GLResource res)
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{
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// this function needs to be refactored to better deal with multiple
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// contexts and resources that are specific to a particular context
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ResourceId Id = GetID(res);
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const GLHookSet &gl = m_GL->GetHookset();
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if(res.Namespace == eResBuffer)
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{
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// get the length of the buffer
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uint32_t length = 1;
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gl.glGetNamedBufferParameterivEXT(res.name, eGL_BUFFER_SIZE, (GLint *)&length);
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// save old bindings
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GLuint oldbuf1 = 0, oldbuf2 = 0;
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gl.glGetIntegerv(eGL_COPY_READ_BUFFER_BINDING, (GLint *)&oldbuf1);
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gl.glGetIntegerv(eGL_COPY_WRITE_BUFFER_BINDING, (GLint *)&oldbuf2);
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// create a new buffer big enough to hold the contents
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GLuint buf = 0;
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gl.glGenBuffers(1, &buf);
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gl.glBindBuffer(eGL_COPY_WRITE_BUFFER, buf);
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gl.glNamedBufferDataEXT(buf, (GLsizeiptr)length, NULL, eGL_STATIC_READ);
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// bind the live buffer for copying
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gl.glBindBuffer(eGL_COPY_READ_BUFFER, res.name);
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// do the actual copy
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gl.glCopyBufferSubData(eGL_COPY_READ_BUFFER, eGL_COPY_WRITE_BUFFER, 0, 0, (GLsizeiptr)length);
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// restore old bindings
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|
gl.glBindBuffer(eGL_COPY_READ_BUFFER, oldbuf1);
|
|
gl.glBindBuffer(eGL_COPY_WRITE_BUFFER, oldbuf2);
|
|
|
|
SetInitialContents(Id, InitialContentData(BufferRes(res.Context, buf), length, NULL));
|
|
}
|
|
else if(res.Namespace == eResProgram)
|
|
{
|
|
ScopedContext scope(m_pSerialiser, "Initial Contents", "Initial Contents", INITIAL_CONTENTS,
|
|
false);
|
|
|
|
m_pSerialiser->Serialise("Id", Id);
|
|
|
|
SerialiseProgramBindings(gl, m_pSerialiser, res.name, true);
|
|
|
|
SerialiseProgramUniforms(gl, m_pSerialiser, res.name, NULL, true);
|
|
|
|
SetInitialChunk(Id, scope.Get());
|
|
}
|
|
else if(res.Namespace == eResTexture)
|
|
{
|
|
PrepareTextureInitialContents(Id, Id, res);
|
|
}
|
|
else if(res.Namespace == eResFramebuffer)
|
|
{
|
|
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;
|
|
}
|
|
|
|
void GLResourceManager::CreateTextureImage(GLuint tex, GLenum internalFormat, GLenum textype,
|
|
GLint dim, GLint width, GLint height, GLint depth,
|
|
GLint samples, int mips)
|
|
{
|
|
const GLHookSet &gl = m_GL->GetHookset();
|
|
|
|
if(textype == eGL_TEXTURE_BUFFER)
|
|
{
|
|
return;
|
|
}
|
|
else if(textype == eGL_TEXTURE_2D_MULTISAMPLE)
|
|
{
|
|
gl.glTextureStorage2DMultisampleEXT(tex, textype, samples, internalFormat, width, height,
|
|
GL_TRUE);
|
|
}
|
|
else if(textype == eGL_TEXTURE_2D_MULTISAMPLE_ARRAY)
|
|
{
|
|
gl.glTextureStorage3DMultisampleEXT(tex, textype, samples, internalFormat, width, height, depth,
|
|
GL_TRUE);
|
|
}
|
|
else
|
|
{
|
|
gl.glTextureParameteriEXT(tex, textype, eGL_TEXTURE_MAX_LEVEL, mips - 1);
|
|
|
|
bool isCompressed = IsCompressedFormat(internalFormat);
|
|
|
|
GLenum baseFormat = eGL_RGBA;
|
|
GLenum dataType = eGL_UNSIGNED_BYTE;
|
|
if(!isCompressed)
|
|
{
|
|
baseFormat = GetBaseFormat(internalFormat);
|
|
dataType = GetDataType(internalFormat);
|
|
}
|
|
|
|
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;
|
|
}
|
|
|
|
GLsizei w = (GLsizei)width;
|
|
GLsizei h = (GLsizei)height;
|
|
GLsizei d = (GLsizei)depth;
|
|
|
|
for(int m = 0; m < mips; m++)
|
|
{
|
|
for(int t = 0; t < count; t++)
|
|
{
|
|
if(isCompressed)
|
|
{
|
|
GLsizei compSize = (GLsizei)GetCompressedByteSize(w, h, d, internalFormat);
|
|
|
|
vector<byte> dummy;
|
|
dummy.resize(compSize);
|
|
|
|
if(dim == 1)
|
|
gl.glCompressedTextureImage1DEXT(tex, targets[t], m, internalFormat, w, 0, compSize,
|
|
&dummy[0]);
|
|
else if(dim == 2)
|
|
gl.glCompressedTextureImage2DEXT(tex, targets[t], m, internalFormat, w, h, 0, compSize,
|
|
&dummy[0]);
|
|
else if(dim == 3)
|
|
gl.glCompressedTextureImage3DEXT(tex, targets[t], m, internalFormat, w, h, d, 0,
|
|
compSize, &dummy[0]);
|
|
}
|
|
else
|
|
{
|
|
if(dim == 1)
|
|
gl.glTextureImage1DEXT(tex, targets[t], m, internalFormat, w, 0, baseFormat, dataType,
|
|
NULL);
|
|
else if(dim == 2)
|
|
gl.glTextureImage2DEXT(tex, targets[t], m, internalFormat, w, h, 0, baseFormat,
|
|
dataType, NULL);
|
|
else if(dim == 3)
|
|
gl.glTextureImage3DEXT(tex, targets[t], m, internalFormat, w, h, d, 0, baseFormat,
|
|
dataType, NULL);
|
|
}
|
|
}
|
|
|
|
w = RDCMAX(1, w >> 1);
|
|
if(textype != eGL_TEXTURE_1D_ARRAY)
|
|
h = RDCMAX(1, h >> 1);
|
|
if(textype != eGL_TEXTURE_2D_ARRAY && textype != eGL_TEXTURE_CUBE_MAP_ARRAY)
|
|
d = RDCMAX(1, d >> 1);
|
|
}
|
|
}
|
|
}
|
|
|
|
void GLResourceManager::PrepareTextureInitialContents(ResourceId liveid, ResourceId origid,
|
|
GLResource res)
|
|
{
|
|
const GLHookSet &gl = m_GL->GetHookset();
|
|
|
|
WrappedOpenGL::TextureData &details = m_GL->m_Textures[liveid];
|
|
|
|
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(origid, 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))
|
|
{
|
|
if(HasExt[ARB_stencil_texturing])
|
|
gl.glGetTextureParameterivEXT(res.name, details.curType, eGL_DEPTH_STENCIL_TEXTURE_MODE,
|
|
(GLint *)&state->depthMode);
|
|
else
|
|
state->depthMode = eGL_DEPTH_COMPONENT;
|
|
}
|
|
|
|
state->seamless = GL_FALSE;
|
|
if((details.curType == eGL_TEXTURE_CUBE_MAP || details.curType == eGL_TEXTURE_CUBE_MAP_ARRAY) &&
|
|
HasExt[ARB_seamless_cubemap_per_texture])
|
|
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);
|
|
|
|
if(HasExt[ARB_texture_swizzle] || HasExt[EXT_texture_swizzle])
|
|
{
|
|
GetTextureSwizzle(gl, res.name, details.curType, state->swizzle);
|
|
}
|
|
else
|
|
{
|
|
state->swizzle[0] = eGL_RED;
|
|
state->swizzle[1] = eGL_GREEN;
|
|
state->swizzle[2] = eGL_BLUE;
|
|
state->swizzle[3] = eGL_ALPHA;
|
|
}
|
|
|
|
// 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]);
|
|
if(!IsGLES)
|
|
gl.glGetTextureParameterfvEXT(res.name, details.curType, eGL_TEXTURE_LOD_BIAS,
|
|
&state->lodBias);
|
|
|
|
// CLAMP isn't supported (border texels gone), assume they meant CLAMP_TO_EDGE
|
|
if(state->wrap[0] == eGL_CLAMP)
|
|
state->wrap[0] = eGL_CLAMP_TO_EDGE;
|
|
if(state->wrap[1] == eGL_CLAMP)
|
|
state->wrap[1] = eGL_CLAMP_TO_EDGE;
|
|
if(state->wrap[2] == eGL_CLAMP)
|
|
state->wrap[2] = eGL_CLAMP_TO_EDGE;
|
|
}
|
|
|
|
// we only copy contents for non-views
|
|
GLuint tex = 0;
|
|
|
|
if(!details.view)
|
|
{
|
|
{
|
|
GLuint oldtex = 0;
|
|
gl.glGetIntegerv(binding, (GLint *)&oldtex);
|
|
|
|
gl.glGenTextures(1, &tex);
|
|
gl.glBindTexture(details.curType, tex);
|
|
|
|
gl.glBindTexture(details.curType, oldtex);
|
|
}
|
|
|
|
int mips =
|
|
GetNumMips(gl, details.curType, res.name, details.width, details.height, details.depth);
|
|
|
|
if(details.curType == eGL_TEXTURE_2D_MULTISAMPLE ||
|
|
details.curType == eGL_TEXTURE_2D_MULTISAMPLE_ARRAY)
|
|
mips = 1;
|
|
|
|
// create texture of identical format/size to store initial contents
|
|
CreateTextureImage(tex, details.internalFormat, details.curType, details.dimension,
|
|
details.width, details.height, details.depth, details.samples, mips);
|
|
|
|
// 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;
|
|
if(iscomp && IsGLES)
|
|
avoidCopySubImage = true;
|
|
|
|
PixelPackState pack;
|
|
PixelUnpackState unpack;
|
|
GLuint pixelPackBuffer = 0;
|
|
GLuint pixelUnpackBuffer = 0;
|
|
|
|
if(avoidCopySubImage)
|
|
{
|
|
pack.Fetch(&gl, false);
|
|
unpack.Fetch(&gl, false);
|
|
|
|
ResetPixelPackState(gl, false, 1);
|
|
ResetPixelUnpackState(gl, false, 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
|
|
// glCopyImageSubData does not seem to work at all for compressed textures on GLES (at least
|
|
// with some tested drivers and texture types)
|
|
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) ||
|
|
(iscomp && IsGLES))
|
|
{
|
|
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++)
|
|
{
|
|
size_t size = GetCompressedByteSize(w, h, d, details.internalFormat);
|
|
|
|
byte *buf = new byte[size];
|
|
|
|
if(IsGLES)
|
|
{
|
|
const vector<byte> &data = details.compressedData[i];
|
|
const byte *src =
|
|
(count == 1) ? data.data() : data.data() + CubeTargetIndex(targets[trg]) * size;
|
|
size_t storedSize = data.size() / count;
|
|
if(storedSize == size)
|
|
memcpy(buf, src, size);
|
|
else
|
|
RDCERR("Different expected and stored compressed texture sizes!");
|
|
}
|
|
else
|
|
{
|
|
// 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)
|
|
{
|
|
pack.Apply(&gl, false);
|
|
unpack.Apply(&gl, false);
|
|
|
|
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(origid, 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(origid, InitialContentData(GLResource(MakeNullResource), 0, (byte *)state));
|
|
}
|
|
}
|
|
|
|
bool GLResourceManager::Force_InitialState(GLResource res, bool prepare)
|
|
{
|
|
if(res.Namespace != eResBuffer && res.Namespace != eResTexture)
|
|
return false;
|
|
|
|
// don't need to force anything if we're already including all resources
|
|
if(RenderDoc::Inst().GetCaptureOptions().RefAllResources)
|
|
return false;
|
|
|
|
GLResourceRecord *record = GetResourceRecord(res);
|
|
|
|
// if we have some viewers, check to see if they were referenced but we weren't, and force our own
|
|
// initial state inclusion.
|
|
if(record && !record->viewTextures.empty())
|
|
{
|
|
// need to prepare all such resources, just in case for the worst case.
|
|
if(prepare)
|
|
return true;
|
|
|
|
// if this data resource was referenced already, just skip
|
|
if(m_FrameReferencedResources.find(record->GetResourceID()) != m_FrameReferencedResources.end())
|
|
return false;
|
|
|
|
// see if any of our viewers were referenced
|
|
for(auto it = record->viewTextures.begin(); it != record->viewTextures.end(); ++it)
|
|
{
|
|
// if so, return true to force our inclusion, for the benefit of the view
|
|
if(m_FrameReferencedResources.find(*it) != m_FrameReferencedResources.end())
|
|
{
|
|
RDCDEBUG("Forcing inclusion of %llu for %llu", record->GetResourceID(), *it);
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
bool GLResourceManager::Serialise_InitialState(ResourceId resid, GLResource res)
|
|
{
|
|
SERIALISE_ELEMENT(ResourceId, Id, GetID(res));
|
|
|
|
if(m_State < WRITING)
|
|
{
|
|
if(HasLiveResource(Id))
|
|
res = GetLiveResource(Id);
|
|
else
|
|
res = GLResource(MakeNullResource);
|
|
}
|
|
|
|
const GLHookSet &gl = m_GL->GetHookset();
|
|
|
|
if(res.Namespace == eResBuffer)
|
|
{
|
|
// Buffers didn't have serialised initial contents before at all, so although
|
|
// this is newly added it's also backwards compatible.
|
|
if(m_State >= WRITING)
|
|
{
|
|
InitialContentData contents = GetInitialContents(Id);
|
|
GLuint buf = contents.resource.name;
|
|
uint32_t len = contents.num;
|
|
|
|
m_pSerialiser->Serialise("len", len);
|
|
|
|
byte *readback = (byte *)gl.glMapNamedBufferEXT(buf, eGL_READ_ONLY);
|
|
|
|
size_t sz = (size_t)len;
|
|
|
|
// readback if possible and serialise
|
|
if(readback)
|
|
{
|
|
m_pSerialiser->SerialiseBuffer("buf", readback, sz);
|
|
|
|
gl.glUnmapNamedBufferEXT(buf);
|
|
}
|
|
else
|
|
{
|
|
RDCERR("Couldn't map initial contents buffer for readback!");
|
|
|
|
byte *dummy = new byte[len];
|
|
memset(dummy, 0xfe, len);
|
|
|
|
m_pSerialiser->SerialiseBuffer("buf", dummy, sz);
|
|
|
|
SAFE_DELETE_ARRAY(dummy);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
SERIALISE_ELEMENT(uint32_t, len, 0);
|
|
|
|
size_t size = 0;
|
|
byte *data = NULL;
|
|
|
|
m_pSerialiser->SerialiseBuffer("buf", data, size);
|
|
|
|
// create a new buffer big enough to hold the contents
|
|
GLuint buf = 0;
|
|
gl.glGenBuffers(1, &buf);
|
|
gl.glBindBuffer(eGL_COPY_WRITE_BUFFER, buf);
|
|
gl.glNamedBufferDataEXT(buf, (GLsizeiptr)len, data, eGL_STATIC_DRAW);
|
|
|
|
SAFE_DELETE_ARRAY(data);
|
|
|
|
SetInitialContents(Id, InitialContentData(BufferRes(m_GL->GetCtx(), buf), len, NULL));
|
|
}
|
|
}
|
|
else if(res.Namespace == eResProgram)
|
|
{
|
|
// most of the time Prepare_InitialState sets the serialise chunk directly on write, but if a
|
|
// program is newly created within a frame we won't have prepared its initial contents, so we
|
|
// need to be ready to write it out here.
|
|
if(m_State >= WRITING)
|
|
{
|
|
SerialiseProgramBindings(gl, m_pSerialiser, res.name, true);
|
|
|
|
SerialiseProgramUniforms(gl, m_pSerialiser, res.name, NULL, true);
|
|
}
|
|
else
|
|
{
|
|
WrappedOpenGL::ProgramData &details = m_GL->m_Programs[GetLiveID(Id)];
|
|
|
|
GLuint initProg = gl.glCreateProgram();
|
|
|
|
std::vector<const char *> vertexOutputs;
|
|
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);
|
|
|
|
if(shadDetails.type == eGL_VERTEX_SHADER)
|
|
{
|
|
for(int s = 0; s < shadDetails.reflection.OutputSig.count; s++)
|
|
vertexOutputs.push_back(shadDetails.reflection.OutputSig[s].varName.c_str());
|
|
}
|
|
|
|
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);
|
|
}
|
|
|
|
// Some drivers optimize out uniforms if they dont change any active vertex shader outputs.
|
|
// This resulted in initProg locationTranslate table being -1 for a particular shader where
|
|
// some uniforms were only intended to affect TF. Therefore set a TF mode for all varyings.
|
|
// As the initial state program is never used for TF, this wont adversely affect anything.
|
|
gl.glTransformFeedbackVaryings(initProg, (GLsizei)vertexOutputs.size(), &vertexOutputs[0],
|
|
eGL_INTERLEAVED_ATTRIBS);
|
|
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);
|
|
}
|
|
}
|
|
|
|
if(m_GL->GetLogVersion() >= 0x0000014)
|
|
{
|
|
SerialiseProgramBindings(gl, m_pSerialiser, initProg, false);
|
|
|
|
// re-link the program to set the new attrib bindings
|
|
gl.glLinkProgram(initProg);
|
|
}
|
|
|
|
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);
|
|
|
|
PixelPackState pack;
|
|
pack.Fetch(&gl, false);
|
|
|
|
ResetPixelPackState(gl, false, 1);
|
|
|
|
int imgmips = 1;
|
|
|
|
if(details.curType != eGL_TEXTURE_BUFFER)
|
|
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, IsCompressedFormat(details.internalFormat));
|
|
|
|
if(details.curType == eGL_TEXTURE_BUFFER || details.view)
|
|
{
|
|
// no contents to copy for texture buffer (it's copied under the buffer)
|
|
// same applies for texture views, their data is copies under the aliased texture
|
|
}
|
|
else if(isCompressed)
|
|
{
|
|
GLint w = details.width;
|
|
GLint h = details.height;
|
|
GLint d = details.depth;
|
|
|
|
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;
|
|
}
|
|
|
|
if(t == eGL_TEXTURE_CUBE_MAP_ARRAY || t == eGL_TEXTURE_1D_ARRAY ||
|
|
t == eGL_TEXTURE_2D_ARRAY)
|
|
d = details.depth;
|
|
|
|
for(int trg = 0; trg < count; trg++)
|
|
{
|
|
size_t size = GetCompressedByteSize(w, h, d, details.internalFormat);
|
|
|
|
byte *buf = new byte[size];
|
|
|
|
if(IsGLES)
|
|
{
|
|
const vector<byte> &data = details.compressedData[i];
|
|
const byte *src =
|
|
(count == 1) ? data.data() : data.data() + CubeTargetIndex(targets[trg]) * size;
|
|
size_t storedSize = data.size() / count;
|
|
if(storedSize == size)
|
|
memcpy(buf, src, size);
|
|
else
|
|
RDCERR("Different expected and stored compressed texture sizes!");
|
|
}
|
|
else
|
|
{
|
|
gl.glGetCompressedTextureImageEXT(tex, targets[trg], i, buf);
|
|
}
|
|
|
|
m_pSerialiser->SerialiseBuffer("image", buf, size);
|
|
|
|
delete[] buf;
|
|
}
|
|
|
|
if(w > 0)
|
|
w = RDCMAX(1, w >> 1);
|
|
if(h > 0)
|
|
h = RDCMAX(1, h >> 1);
|
|
if(d > 0)
|
|
d = RDCMAX(1, d >> 1);
|
|
}
|
|
}
|
|
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);
|
|
|
|
pack.Apply(&gl, false);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
WrappedOpenGL::TextureData &details = m_GL->m_Textures[GetLiveID(Id)];
|
|
|
|
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);
|
|
|
|
PixelUnpackState unpack;
|
|
unpack.Fetch(&gl, false);
|
|
|
|
ResetPixelUnpackState(gl, false, 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;
|
|
|
|
// this is only relevant for non-immutable textures though
|
|
GLint immut = 0;
|
|
|
|
if(textype != eGL_TEXTURE_BUFFER)
|
|
{
|
|
gl.glGetTextureParameterivEXT(live, textype, eGL_TEXTURE_IMMUTABLE_FORMAT, &immut);
|
|
|
|
GLenum dummy;
|
|
EmulateLuminanceFormat(gl, live, textype, internalformat, dummy);
|
|
}
|
|
|
|
if(textype != eGL_TEXTURE_BUFFER && immut == 0)
|
|
{
|
|
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);
|
|
|
|
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 && !details.view)
|
|
{
|
|
GLuint prevtex = 0;
|
|
gl.glGetIntegerv(TextureBinding(textype), (GLint *)&prevtex);
|
|
|
|
gl.glGenTextures(1, &tex);
|
|
gl.glBindTexture(textype, tex);
|
|
|
|
gl.glBindTexture(textype, prevtex);
|
|
}
|
|
|
|
// create texture of identical format/size to store initial contents
|
|
if(textype == eGL_TEXTURE_BUFFER || details.view)
|
|
{
|
|
// no 'contents' texture to create
|
|
}
|
|
else
|
|
{
|
|
CreateTextureImage(tex, internalformat, textype, dim, width, height, depth, samples, mips);
|
|
}
|
|
|
|
if(textype == eGL_TEXTURE_2D_MULTISAMPLE || textype == eGL_TEXTURE_2D_MULTISAMPLE_ARRAY)
|
|
mips = 1;
|
|
|
|
if(textype == eGL_TEXTURE_BUFFER || details.view)
|
|
{
|
|
// 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(IsGLES)
|
|
{
|
|
details.compressedData[i].resize(size);
|
|
memcpy(details.compressedData[i].data(), 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 && !details.view)
|
|
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);
|
|
|
|
unpack.Apply(&gl, false);
|
|
}
|
|
}
|
|
}
|
|
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)
|
|
{
|
|
// we basically need to do exactly the same as Prepare_InitialState -
|
|
// save current texture state, create a duplicate object, and save
|
|
// the current contents into that duplicate object
|
|
|
|
// in future if we skip RT contents for write-before-read RTs, we could mark
|
|
// textures to be cleared instead of copied.
|
|
PrepareTextureInitialContents(GetID(live), id, live);
|
|
}
|
|
else if(live.Namespace == eResVertexArray)
|
|
{
|
|
byte *data = Serialiser::AllocAlignedBuffer(sizeof(VAOInitialData));
|
|
RDCEraseMem(data, sizeof(VAOInitialData));
|
|
|
|
SetInitialContents(id, InitialContentData(GLResource(MakeNullResource), 0, data));
|
|
|
|
Prepare_InitialState(live, data);
|
|
}
|
|
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->GetHookset();
|
|
|
|
if(live.Namespace == eResBuffer)
|
|
{
|
|
// save old bindings
|
|
GLuint oldbuf1 = 0, oldbuf2 = 0;
|
|
gl.glGetIntegerv(eGL_COPY_READ_BUFFER_BINDING, (GLint *)&oldbuf1);
|
|
gl.glGetIntegerv(eGL_COPY_WRITE_BUFFER_BINDING, (GLint *)&oldbuf2);
|
|
|
|
// bind the immutable contents for copying
|
|
gl.glBindBuffer(eGL_COPY_READ_BUFFER, initial.resource.name);
|
|
|
|
// bind the live buffer for copying
|
|
gl.glBindBuffer(eGL_COPY_WRITE_BUFFER, live.name);
|
|
|
|
// do the actual copy
|
|
gl.glCopyBufferSubData(eGL_COPY_READ_BUFFER, eGL_COPY_WRITE_BUFFER, 0, 0,
|
|
(GLsizeiptr)initial.num);
|
|
|
|
// restore old bindings
|
|
gl.glBindBuffer(eGL_COPY_READ_BUFFER, oldbuf1);
|
|
gl.glBindBuffer(eGL_COPY_WRITE_BUFFER, oldbuf2);
|
|
}
|
|
else 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;
|
|
|
|
if(initial.resource != GLResource(MakeNullResource) && tex != 0)
|
|
{
|
|
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;
|
|
if(iscomp && IsGLES)
|
|
avoidCopySubImage = true;
|
|
|
|
PixelPackState pack;
|
|
PixelUnpackState unpack;
|
|
|
|
if(avoidCopySubImage)
|
|
{
|
|
pack.Fetch(&gl, false);
|
|
unpack.Fetch(&gl, false);
|
|
|
|
ResetPixelPackState(gl, false, 1);
|
|
ResetPixelUnpackState(gl, false, 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) ||
|
|
(iscomp && IsGLES))
|
|
{
|
|
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++)
|
|
{
|
|
size_t size = GetCompressedByteSize(w, h, d, details.internalFormat);
|
|
|
|
if(details.curType == eGL_TEXTURE_CUBE_MAP)
|
|
size /= 6;
|
|
|
|
byte *buf = new byte[size];
|
|
|
|
if(IsGLES)
|
|
{
|
|
const vector<byte> &data = details.compressedData[i];
|
|
const byte *src =
|
|
(count == 1) ? data.data() : data.data() + CubeTargetIndex(targets[trg]) * size;
|
|
size_t storedSize = data.size() / count;
|
|
if(storedSize == size)
|
|
memcpy(buf, src, size);
|
|
else
|
|
RDCERR("Different expected and stored compressed texture sizes!");
|
|
}
|
|
else
|
|
{
|
|
// 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)
|
|
{
|
|
pack.Apply(&gl, false);
|
|
unpack.Apply(&gl, false);
|
|
}
|
|
}
|
|
|
|
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) &&
|
|
HasExt[ARB_stencil_texturing])
|
|
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) &&
|
|
HasExt[ARB_seamless_cubemap_per_texture])
|
|
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 && (HasExt[ARB_texture_swizzle] || HasExt[EXT_texture_swizzle]))
|
|
{
|
|
SetTextureSwizzle(gl, live.name, details.curType, 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_BORDER_COLOR,
|
|
state->border);
|
|
if(!IsGLES)
|
|
gl.glTextureParameterfvEXT(live.name, details.curType, eGL_TEXTURE_LOD_BIAS,
|
|
&state->lodBias);
|
|
if(details.curType != eGL_TEXTURE_RECTANGLE)
|
|
{
|
|
gl.glTextureParameterfvEXT(live.name, details.curType, eGL_TEXTURE_MIN_LOD, &state->minLod);
|
|
gl.glTextureParameterfvEXT(live.name, details.curType, eGL_TEXTURE_MAX_LOD, &state->maxLod);
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
GLuint buffer = 0;
|
|
|
|
if(HasLiveResource(state->texBuffer))
|
|
buffer = GetLiveResource(state->texBuffer).name;
|
|
|
|
GLenum fmt = details.internalFormat;
|
|
|
|
// update width from here as it's authoratitive - the texture might have been resized in
|
|
// multiple rebinds that we will not have serialised before.
|
|
details.width =
|
|
state->texBufSize / uint32_t(GetByteSize(1, 1, 1, GetBaseFormat(fmt), GetDataType(fmt)));
|
|
|
|
if(gl.glTextureBufferRangeEXT)
|
|
{
|
|
// restore texbuffer only state
|
|
gl.glTextureBufferRangeEXT(live.name, eGL_TEXTURE_BUFFER, details.internalFormat, buffer,
|
|
state->texBufOffs, state->texBufSize);
|
|
}
|
|
else
|
|
{
|
|
uint32_t bufSize = 0;
|
|
gl.glGetNamedBufferParameterivEXT(buffer, eGL_BUFFER_SIZE, (GLint *)&bufSize);
|
|
if(state->texBufOffs > 0 || state->texBufSize > bufSize)
|
|
{
|
|
const char *msg =
|
|
"glTextureBufferRangeEXT is not supported on your GL implementation, but is needed "
|
|
"for correct replay.\n"
|
|
"The original capture created a texture buffer with a range - replay will use the "
|
|
"whole buffer, which is likely incorrect.";
|
|
RDCERR("%s", msg);
|
|
m_GL->AddDebugMessage(MessageCategory::Resource_Manipulation, MessageSeverity::High,
|
|
MessageSource::IncorrectAPIUse, msg);
|
|
}
|
|
|
|
gl.glTextureBufferEXT(live.name, eGL_TEXTURE_BUFFER, details.internalFormat, buffer);
|
|
}
|
|
}
|
|
}
|
|
else if(live.Namespace == eResProgram)
|
|
{
|
|
if(m_GL->GetLogVersion() >= 0x0000014)
|
|
{
|
|
ResourceId Id = GetID(live);
|
|
|
|
const WrappedOpenGL::ProgramData &prog = m_GL->m_Programs[Id];
|
|
|
|
if(prog.stageShaders[0] != ResourceId())
|
|
CopyProgramAttribBindings(gl, initial.resource.name, live.name,
|
|
&m_GL->m_Shaders[prog.stageShaders[0]].reflection);
|
|
|
|
if(prog.stageShaders[4] != ResourceId())
|
|
CopyProgramFragDataBindings(gl, initial.resource.name, live.name,
|
|
&m_GL->m_Shaders[prog.stageShaders[4]].reflection);
|
|
|
|
// we need to re-link the program to apply the bindings, as long as it's linkable.
|
|
// See the comment on shaderProgramUnlinkable for more information.
|
|
if(!prog.shaderProgramUnlinkable)
|
|
gl.glLinkProgram(live.name);
|
|
}
|
|
|
|
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);
|
|
|
|
GLint numCols = 8;
|
|
gl.glGetIntegerv(eGL_MAX_COLOR_ATTACHMENTS, &numCols);
|
|
|
|
for(int i = 0; i < (int)ARRAY_COUNT(data->Attachments); i++)
|
|
{
|
|
FramebufferAttachmentData &a = data->Attachments[i];
|
|
GLenum attachment = FramebufferInitialData::attachmentNames[i];
|
|
|
|
if(attachment != eGL_DEPTH_ATTACHMENT && attachment != eGL_STENCIL_ATTACHMENT &&
|
|
attachment != eGL_DEPTH_STENCIL_ATTACHMENT)
|
|
{
|
|
// color attachment
|
|
int attachNum = attachment - eGL_COLOR_ATTACHMENT0;
|
|
if(attachNum >= numCols) // attachment is invalid on this device
|
|
continue;
|
|
}
|
|
|
|
GLuint obj = a.obj == ResourceId() ? 0 : GetLiveResource(a.obj).name;
|
|
|
|
if(a.renderbuffer && obj)
|
|
{
|
|
gl.glNamedFramebufferRenderbufferEXT(live.name, attachment, eGL_RENDERBUFFER, obj);
|
|
}
|
|
else
|
|
{
|
|
if(!a.layered && obj)
|
|
{
|
|
// we use old-style non-DSA for this because binding cubemap faces with EXT_dsa
|
|
// is completely messed up and broken
|
|
|
|
// if obj is a cubemap use face-specific targets
|
|
WrappedOpenGL::TextureData &details = m_GL->m_Textures[GetLiveID(a.obj)];
|
|
|
|
if(details.curType == eGL_TEXTURE_CUBE_MAP)
|
|
{
|
|
GLenum faces[] = {
|
|
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,
|
|
};
|
|
|
|
if(a.layer < 6)
|
|
{
|
|
gl.glFramebufferTexture2D(eGL_DRAW_FRAMEBUFFER, attachment, faces[a.layer], obj,
|
|
a.level);
|
|
}
|
|
else
|
|
{
|
|
RDCWARN("Invalid layer %u used to bind cubemap to framebuffer. Binding POSITIVE_X");
|
|
gl.glFramebufferTexture2D(eGL_DRAW_FRAMEBUFFER, attachment, faces[0], obj, a.level);
|
|
}
|
|
}
|
|
else if(details.curType == eGL_TEXTURE_CUBE_MAP_ARRAY ||
|
|
details.curType == eGL_TEXTURE_1D_ARRAY ||
|
|
details.curType == eGL_TEXTURE_2D_ARRAY)
|
|
{
|
|
gl.glFramebufferTextureLayer(eGL_DRAW_FRAMEBUFFER, attachment, obj, a.level, a.layer);
|
|
}
|
|
else
|
|
{
|
|
RDCASSERT(a.layer == 0);
|
|
gl.glNamedFramebufferTextureEXT(live.name, attachment, obj, a.level);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
gl.glNamedFramebufferTextureEXT(live.name, attachment, 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;
|
|
|
|
GLuint maxDraws = 0;
|
|
gl.glGetIntegerv(eGL_MAX_DRAW_BUFFERS, (GLint *)&maxDraws);
|
|
|
|
gl.glDrawBuffers(RDCMIN(maxDraws, (GLuint)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_BINDING, (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(attrib.type == eGL_DOUBLE)
|
|
gl.glVertexAttribLFormat(i, attrib.size, attrib.type, attrib.offset);
|
|
else if(attrib.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");
|
|
}
|
|
}
|