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renderdoc/renderdoc/driver/gl/wrappers/gl_emulated.cpp
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/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 2019-2021 Baldur Karlsson
*
* 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.
******************************************************************************/
// in some cases we might need some functions (notably ARB_direct_state_access)
// emulated where possible, so we can simplify most codepaths by just assuming they're
// present elsewhere and using them unconditionally.
#include "../gl_common.h"
#include "../gl_dispatch_table.h"
#include "../gl_driver.h"
#include "../gl_resources.h"
#include "driver/shaders/spirv/glslang_compile.h"
#include "maths/formatpacking.h"
#include "maths/half_convert.h"
namespace glEmulate
{
PFNGLGETINTERNALFORMATIVPROC glGetInternalformativ_real = NULL;
PFNGLVERTEXATTRIBPOINTERPROC glVertexAttribPointer_real = NULL;
PFNGLVERTEXATTRIBIPOINTERPROC glVertexAttribIPointer_real = NULL;
PFNGLVERTEXATTRIBLPOINTERPROC glVertexAttribLPointer_real = NULL;
PFNGLVERTEXATTRIBDIVISORPROC glVertexAttribDivisor_real = NULL;
PFNGLGETVERTEXATTRIBIVPROC glGetVertexAttribiv_real = NULL;
PFNGLGETINTEGERVPROC glGetIntegerv_real = NULL;
PFNGLGETINTEGERI_VPROC glGetIntegeri_v_real = NULL;
PFNGLGETINTEGER64I_VPROC glGetInteger64i_v_real = NULL;
PFNGLGETPROGRAMIVPROC glGetProgramiv_real = NULL;
WrappedOpenGL *driver = NULL;
typedef GLenum (*BindingLookupFunc)(GLenum target);
struct PushPop
{
enum VAOMode
{
VAO
};
enum ProgramMode
{
Program
};
// we can use PFNGLBINDTEXTUREPROC since most bind functions are identical - taking GLenum and
// GLuint.
PushPop(GLenum target, PFNGLBINDTEXTUREPROC bindFunc, BindingLookupFunc bindingLookup)
{
other = bindFunc;
t = target;
GL.glGetIntegerv(bindingLookup(target), (GLint *)&o);
}
PushPop(GLenum target, PFNGLBINDTEXTUREPROC bindFunc, GLenum binding)
{
other = bindFunc;
t = target;
GL.glGetIntegerv(binding, (GLint *)&o);
}
PushPop(GLenum target, PFNGLBINDTEXTUREPROC bindFunc, PFNGLACTIVETEXTUREPROC activeFunc,
BindingLookupFunc bindingLookup)
{
GL.glGetIntegerv(eGL_ACTIVE_TEXTURE, (GLint *)&activeTex);
activeFunc(eGL_TEXTURE0);
other = bindFunc;
active = activeFunc;
t = target;
GL.glGetIntegerv(bindingLookup(target), (GLint *)&o);
}
PushPop(GLenum target, PFNGLBINDTEXTUREPROC bindFunc, PFNGLACTIVETEXTUREPROC activeFunc,
GLenum binding)
{
GL.glGetIntegerv(eGL_ACTIVE_TEXTURE, (GLint *)&activeTex);
activeFunc(eGL_TEXTURE0);
other = bindFunc;
active = activeFunc;
t = target;
GL.glGetIntegerv(binding, (GLint *)&o);
}
PushPop(VAOMode, PFNGLBINDVERTEXARRAYPROC bindFunc)
{
vao = bindFunc;
GL.glGetIntegerv(eGL_VERTEX_ARRAY_BINDING, (GLint *)&o);
}
PushPop(ProgramMode, PFNGLUSEPROGRAMPROC bindFunc)
{
prog = bindFunc;
GL.glGetIntegerv(eGL_CURRENT_PROGRAM, (GLint *)&o);
}
~PushPop()
{
if(vao)
vao(o);
else if(prog)
prog(o);
else if(other)
other(t, o);
if(active)
active(activeTex);
}
PFNGLUSEPROGRAMPROC prog = NULL;
PFNGLBINDVERTEXARRAYPROC vao = NULL;
PFNGLBINDTEXTUREPROC other = NULL;
PFNGLACTIVETEXTUREPROC active = NULL;
GLenum t = eGL_NONE;
GLuint o = 0;
GLenum activeTex = eGL_TEXTURE0;
};
// if specifying the image or etc for a cubemap face, we must bind the cubemap itself.
GLenum TexBindTarget(GLenum target)
{
switch(target)
{
case eGL_TEXTURE_CUBE_MAP_POSITIVE_X:
case eGL_TEXTURE_CUBE_MAP_NEGATIVE_X:
case eGL_TEXTURE_CUBE_MAP_POSITIVE_Y:
case eGL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
case eGL_TEXTURE_CUBE_MAP_POSITIVE_Z:
case eGL_TEXTURE_CUBE_MAP_NEGATIVE_Z: return eGL_TEXTURE_CUBE_MAP;
default: break;
}
return target;
}
#define PushPopTexture(target, obj) \
GLenum bindtarget = TexBindTarget(target); \
PushPop CONCAT(prev, __LINE__)(bindtarget, GL.glBindTexture, GL.glActiveTexture, &TextureBinding); \
GL.glBindTexture(bindtarget, obj);
#define PushPopBuffer(target, obj) \
PushPop CONCAT(prev, __LINE__)(target, GL.glBindBuffer, &BufferBinding); \
GL.glBindBuffer(target, obj);
#define PushPopXFB(obj) \
PushPop CONCAT(prev, __LINE__)(eGL_TRANSFORM_FEEDBACK, GL.glBindTransformFeedback, \
eGL_TRANSFORM_FEEDBACK_BINDING); \
GL.glBindTransformFeedback(eGL_TRANSFORM_FEEDBACK, obj);
#define PushPopFramebuffer(target, obj) \
PushPop CONCAT(prev, __LINE__)(target, GL.glBindFramebuffer, &FramebufferBinding); \
GL.glBindFramebuffer(target, obj);
#define PushPopRenderbuffer(obj) \
PushPop CONCAT(prev, __LINE__)(eGL_RENDERBUFFER, GL.glBindRenderbuffer, eGL_RENDERBUFFER_BINDING); \
GL.glBindRenderbuffer(eGL_RENDERBUFFER, obj);
#define PushPopVertexArray(obj) \
PushPop CONCAT(prev, __LINE__)(PushPop::VAO, GL.glBindVertexArray); \
GL.glBindVertexArray(obj);
#define PushPopProgram(obj) \
PushPop CONCAT(prev, __LINE__)(PushPop::Program, GL.glUseProgram); \
GL.glUseProgram(obj);
void APIENTRY _glTransformFeedbackBufferBase(GLuint xfb, GLuint index, GLuint buffer)
{
PushPopXFB(xfb);
GL.glBindBufferBase(eGL_TRANSFORM_FEEDBACK_BUFFER, index, buffer);
}
void APIENTRY _glTransformFeedbackBufferRange(GLuint xfb, GLuint index, GLuint buffer,
GLintptr offset, GLsizeiptr size)
{
PushPopXFB(xfb);
GL.glBindBufferRange(eGL_TRANSFORM_FEEDBACK_BUFFER, index, buffer, offset, size);
}
void APIENTRY _glClearNamedFramebufferiv(GLuint framebuffer, GLenum buffer, GLint drawbuffer,
const GLint *value)
{
PushPopFramebuffer(eGL_DRAW_FRAMEBUFFER, framebuffer);
GL.glClearBufferiv(buffer, drawbuffer, value);
}
void APIENTRY _glClearNamedFramebufferuiv(GLuint framebuffer, GLenum buffer, GLint drawbuffer,
const GLuint *value)
{
PushPopFramebuffer(eGL_DRAW_FRAMEBUFFER, framebuffer);
GL.glClearBufferuiv(buffer, drawbuffer, value);
}
void APIENTRY _glClearNamedFramebufferfv(GLuint framebuffer, GLenum buffer, GLint drawbuffer,
const GLfloat *value)
{
PushPopFramebuffer(eGL_DRAW_FRAMEBUFFER, framebuffer);
GL.glClearBufferfv(buffer, drawbuffer, value);
}
void APIENTRY _glClearNamedFramebufferfi(GLuint framebuffer, GLenum buffer, int drawbuffer,
const GLfloat depth, GLint stencil)
{
PushPopFramebuffer(eGL_DRAW_FRAMEBUFFER, framebuffer);
GL.glClearBufferfi(buffer, drawbuffer, depth, stencil);
}
void APIENTRY _glBlitNamedFramebuffer(GLuint readFramebuffer, GLuint drawFramebuffer, GLint srcX0,
GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0,
GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter)
{
PushPopFramebuffer(eGL_READ_FRAMEBUFFER, readFramebuffer);
PushPopFramebuffer(eGL_DRAW_FRAMEBUFFER, drawFramebuffer);
GL.glBlitFramebuffer(srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1, dstY1, mask, filter);
}
void APIENTRY _glVertexArrayElementBuffer(GLuint vaobj, GLuint buffer)
{
PushPopVertexArray(vaobj);
GL.glBindBuffer(eGL_ELEMENT_ARRAY_BUFFER, buffer);
}
void APIENTRY _glVertexArrayVertexBuffers(GLuint vaobj, GLuint first, GLsizei count,
const GLuint *buffers, const GLintptr *offsets,
const GLsizei *strides)
{
PushPopVertexArray(vaobj);
GL.glBindVertexBuffers(first, count, buffers, offsets, strides);
}
void APIENTRY _glClearDepthf(GLfloat d)
{
GL.glClearDepth(d);
}
#pragma region EXT_direct_state_access
#pragma region Framebuffers
void APIENTRY _glGetNamedFramebufferAttachmentParameterivEXT(GLuint framebuffer, GLenum attachment,
GLenum pname, GLint *params)
{
PushPopFramebuffer(eGL_DRAW_FRAMEBUFFER, framebuffer);
GL.glGetFramebufferAttachmentParameteriv(eGL_DRAW_FRAMEBUFFER, attachment, pname, params);
}
GLenum APIENTRY _glCheckNamedFramebufferStatusEXT(GLuint framebuffer, GLenum target)
{
PushPopFramebuffer(target, framebuffer);
return GL.glCheckFramebufferStatus(target);
}
void APIENTRY _glGetNamedFramebufferParameterivEXT(GLuint framebuffer, GLenum pname, GLint *params)
{
PushPopFramebuffer(eGL_DRAW_FRAMEBUFFER, framebuffer);
GL.glGetFramebufferParameteriv(eGL_DRAW_FRAMEBUFFER, pname, params);
}
void APIENTRY _glNamedFramebufferTexture1DEXT(GLuint framebuffer, GLenum attachment,
GLenum textarget, GLuint texture, GLint level)
{
PushPopFramebuffer(eGL_DRAW_FRAMEBUFFER, framebuffer);
GL.glFramebufferTexture1D(eGL_DRAW_FRAMEBUFFER, attachment, textarget, texture, level);
}
void APIENTRY _glNamedFramebufferTexture2DEXT(GLuint framebuffer, GLenum attachment,
GLenum textarget, GLuint texture, GLint level)
{
PushPopFramebuffer(eGL_DRAW_FRAMEBUFFER, framebuffer);
GL.glFramebufferTexture2D(eGL_DRAW_FRAMEBUFFER, attachment, textarget, texture, level);
}
void APIENTRY _glNamedFramebufferTexture3DEXT(GLuint framebuffer, GLenum attachment, GLenum textarget,
GLuint texture, GLint level, GLint zoffset)
{
PushPopFramebuffer(eGL_DRAW_FRAMEBUFFER, framebuffer);
GL.glFramebufferTexture3D(eGL_DRAW_FRAMEBUFFER, attachment, textarget, texture, level, zoffset);
}
void APIENTRY _glNamedFramebufferTextureEXT(GLuint framebuffer, GLenum attachment, GLuint texture,
GLint level)
{
PushPopFramebuffer(eGL_DRAW_FRAMEBUFFER, framebuffer);
GL.glFramebufferTexture(eGL_DRAW_FRAMEBUFFER, attachment, texture, level);
}
void APIENTRY _glNamedFramebufferTextureLayerEXT(GLuint framebuffer, GLenum attachment,
GLuint texture, GLint level, GLint layer)
{
PushPopFramebuffer(eGL_DRAW_FRAMEBUFFER, framebuffer);
GL.glFramebufferTextureLayer(eGL_DRAW_FRAMEBUFFER, attachment, texture, level, layer);
}
void APIENTRY _glNamedFramebufferParameteriEXT(GLuint framebuffer, GLenum pname, GLint param)
{
PushPopFramebuffer(eGL_DRAW_FRAMEBUFFER, framebuffer);
GL.glFramebufferParameteri(eGL_DRAW_FRAMEBUFFER, pname, param);
}
void APIENTRY _glFramebufferDrawBufferEXT(GLuint framebuffer, GLenum mode)
{
PushPopFramebuffer(eGL_DRAW_FRAMEBUFFER, framebuffer);
GL.glDrawBuffer(mode);
}
void APIENTRY _glFramebufferDrawBuffersEXT(GLuint framebuffer, GLsizei n, const GLenum *bufs)
{
PushPopFramebuffer(eGL_DRAW_FRAMEBUFFER, framebuffer);
GL.glDrawBuffers(n, bufs);
}
void APIENTRY _glFramebufferReadBufferEXT(GLuint framebuffer, GLenum mode)
{
PushPopFramebuffer(eGL_READ_FRAMEBUFFER, framebuffer);
GL.glReadBuffer(mode);
}
void APIENTRY _glNamedFramebufferRenderbufferEXT(GLuint framebuffer, GLenum attachment,
GLenum renderbuffertarget, GLuint renderbuffer)
{
PushPopFramebuffer(eGL_DRAW_FRAMEBUFFER, framebuffer);
GL.glFramebufferRenderbuffer(eGL_DRAW_FRAMEBUFFER, attachment, renderbuffertarget, renderbuffer);
}
void APIENTRY _glInvalidateNamedFramebufferData(GLuint framebuffer, GLsizei numAttachments,
const GLenum *attachments)
{
if(HasExt[ARB_invalidate_subdata])
{
PushPopFramebuffer(eGL_DRAW_FRAMEBUFFER, framebuffer);
GL.glInvalidateFramebuffer(eGL_DRAW_FRAMEBUFFER, numAttachments, attachments);
}
else if(HasExt[EXT_discard_framebuffer])
{
PushPopFramebuffer(eGL_DRAW_FRAMEBUFFER, framebuffer);
GL.glDiscardFramebufferEXT(eGL_DRAW_FRAMEBUFFER, numAttachments, attachments);
}
else
{
RDCERR("No support for framebuffer invalidate on GL %d", GLCoreVersion);
}
}
void APIENTRY _glInvalidateNamedFramebufferSubData(GLuint framebuffer, GLsizei numAttachments,
const GLenum *attachments, GLint x, GLint y,
GLsizei width, GLsizei height)
{
if(HasExt[ARB_invalidate_subdata])
{
PushPopFramebuffer(eGL_DRAW_FRAMEBUFFER, framebuffer);
GL.glInvalidateSubFramebuffer(eGL_DRAW_FRAMEBUFFER, numAttachments, attachments, x, y, width,
height);
}
else
{
RDCERR("No support for framebuffer invalidate on GL %d", GLCoreVersion);
}
}
#pragma endregion
#pragma region Renderbuffers
void APIENTRY _glNamedRenderbufferStorageEXT(GLuint renderbuffer, GLenum internalformat,
GLsizei width, GLsizei height)
{
PushPopRenderbuffer(renderbuffer);
GL.glRenderbufferStorage(eGL_RENDERBUFFER, internalformat, width, height);
}
void APIENTRY _glNamedRenderbufferStorageMultisampleEXT(GLuint renderbuffer, GLsizei samples,
GLenum internalformat, GLsizei width,
GLsizei height)
{
PushPopRenderbuffer(renderbuffer);
GL.glRenderbufferStorageMultisample(eGL_RENDERBUFFER, samples, internalformat, width, height);
}
void APIENTRY _glGetNamedRenderbufferParameterivEXT(GLuint renderbuffer, GLenum pname, GLint *params)
{
PushPopRenderbuffer(renderbuffer);
GL.glGetRenderbufferParameteriv(eGL_RENDERBUFFER, pname, params);
}
#pragma endregion
#pragma region Buffers
void APIENTRY _glGetNamedBufferParameterivEXT(GLuint buffer, GLenum pname, GLint *params)
{
PushPopBuffer(eGL_COPY_READ_BUFFER, buffer);
GL.glGetBufferParameteriv(eGL_COPY_READ_BUFFER, pname, params);
}
void APIENTRY _glGetBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, void *data)
{
void *bufData = GL.glMapBufferRange(target, offset, size, eGL_MAP_READ_BIT);
if(!bufData)
{
RDCERR("glMapBufferRange failed to map buffer.");
return;
}
memcpy(data, bufData, (size_t)size);
GL.glUnmapBuffer(target);
}
void APIENTRY _glGetNamedBufferSubDataEXT(GLuint buffer, GLintptr offset, GLsizeiptr size, void *data)
{
PushPopBuffer(eGL_COPY_READ_BUFFER, buffer);
_glGetBufferSubData(eGL_COPY_READ_BUFFER, offset, size, data);
}
void *APIENTRY _glMapNamedBufferEXT(GLuint buffer, GLenum access)
{
PushPopBuffer(eGL_COPY_READ_BUFFER, buffer);
GLuint size = 0;
GL.glGetBufferParameteriv(eGL_COPY_READ_BUFFER, eGL_BUFFER_SIZE, (GLint *)&size);
GLbitfield accessBits = eGL_MAP_READ_BIT | eGL_MAP_WRITE_BIT;
if(access == eGL_READ_ONLY)
accessBits = eGL_MAP_READ_BIT;
else if(access == eGL_WRITE_ONLY)
accessBits = eGL_MAP_WRITE_BIT;
return GL.glMapBufferRange(eGL_COPY_READ_BUFFER, 0, size, accessBits);
}
void *APIENTRY _glMapNamedBufferRangeEXT(GLuint buffer, GLintptr offset, GLsizeiptr length,
GLbitfield access)
{
PushPopBuffer(eGL_COPY_READ_BUFFER, buffer);
return GL.glMapBufferRange(eGL_COPY_READ_BUFFER, offset, length, access);
}
void APIENTRY _glFlushMappedNamedBufferRangeEXT(GLuint buffer, GLintptr offset, GLsizeiptr length)
{
PushPopBuffer(eGL_COPY_READ_BUFFER, buffer);
GL.glFlushMappedBufferRange(eGL_COPY_READ_BUFFER, offset, length);
}
GLboolean APIENTRY _glUnmapNamedBufferEXT(GLuint buffer)
{
PushPopBuffer(eGL_COPY_READ_BUFFER, buffer);
return GL.glUnmapBuffer(eGL_COPY_READ_BUFFER);
}
void APIENTRY _glClearNamedBufferDataEXT(GLuint buffer, GLenum internalformat, GLenum format,
GLenum type, const void *data)
{
PushPopBuffer(eGL_COPY_READ_BUFFER, buffer);
GL.glClearBufferData(eGL_COPY_READ_BUFFER, internalformat, format, type, data);
}
void APIENTRY _glClearNamedBufferSubDataEXT(GLuint buffer, GLenum internalformat, GLsizeiptr offset,
GLsizeiptr size, GLenum format, GLenum type,
const void *data)
{
PushPopBuffer(eGL_COPY_READ_BUFFER, buffer);
GL.glClearBufferSubData(eGL_COPY_READ_BUFFER, internalformat, offset, size, format, type, data);
}
void APIENTRY _glNamedBufferDataEXT(GLuint buffer, GLsizeiptr size, const void *data, GLenum usage)
{
PushPopBuffer(eGL_COPY_READ_BUFFER, buffer);
GL.glBufferData(eGL_COPY_READ_BUFFER, size, data, usage);
}
void APIENTRY _glNamedBufferStorageEXT(GLuint buffer, GLsizeiptr size, const void *data,
GLbitfield flags)
{
PushPopBuffer(eGL_COPY_READ_BUFFER, buffer);
GL.glBufferStorage(eGL_COPY_READ_BUFFER, size, data, flags);
}
void APIENTRY _glNamedBufferSubDataEXT(GLuint buffer, GLintptr offset, GLsizeiptr size,
const void *data)
{
PushPopBuffer(eGL_COPY_READ_BUFFER, buffer);
GL.glBufferSubData(eGL_COPY_READ_BUFFER, offset, size, data);
}
void APIENTRY _glNamedCopyBufferSubDataEXT(GLuint readBuffer, GLuint writeBuffer,
GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size)
{
PushPopBuffer(eGL_COPY_READ_BUFFER, readBuffer);
PushPopBuffer(eGL_COPY_WRITE_BUFFER, writeBuffer);
GL.glCopyBufferSubData(eGL_COPY_READ_BUFFER, eGL_COPY_WRITE_BUFFER, readOffset, writeOffset, size);
}
#pragma endregion
#pragma region Textures
void APIENTRY _glCompressedTextureImage1DEXT(GLuint texture, GLenum target, GLint level,
GLenum internalformat, GLsizei width, GLint border,
GLsizei imageSize, const void *bits)
{
PushPopTexture(target, texture);
GL.glCompressedTexImage1D(target, level, internalformat, width, border, imageSize, bits);
}
void APIENTRY _glCompressedTextureImage2DEXT(GLuint texture, GLenum target, GLint level,
GLenum internalformat, GLsizei width, GLsizei height,
GLint border, GLsizei imageSize, const void *bits)
{
PushPopTexture(target, texture);
GL.glCompressedTexImage2D(target, level, internalformat, width, height, border, imageSize, bits);
}
void APIENTRY _glCompressedTextureImage3DEXT(GLuint texture, GLenum target, GLint level,
GLenum internalformat, GLsizei width, GLsizei height,
GLsizei depth, GLint border, GLsizei imageSize,
const void *bits)
{
PushPopTexture(target, texture);
GL.glCompressedTexImage3D(target, level, internalformat, width, height, depth, border, imageSize,
bits);
}
void APIENTRY _glCompressedTextureSubImage1DEXT(GLuint texture, GLenum target, GLint level,
GLint xoffset, GLsizei width, GLenum format,
GLsizei imageSize, const void *bits)
{
PushPopTexture(target, texture);
GL.glCompressedTexSubImage1D(target, level, xoffset, width, format, imageSize, bits);
}
void APIENTRY _glCompressedTextureSubImage2DEXT(GLuint texture, GLenum target, GLint level,
GLint xoffset, GLint yoffset, GLsizei width,
GLsizei height, GLenum format, GLsizei imageSize,
const void *bits)
{
PushPopTexture(target, texture);
GL.glCompressedTexSubImage2D(target, level, xoffset, yoffset, width, height, format, imageSize,
bits);
}
void APIENTRY _glCompressedTextureSubImage3DEXT(GLuint texture, GLenum target, GLint level,
GLint xoffset, GLint yoffset, GLint zoffset,
GLsizei width, GLsizei height, GLsizei depth,
GLenum format, GLsizei imageSize, const void *bits)
{
PushPopTexture(target, texture);
GL.glCompressedTexSubImage3D(target, level, xoffset, yoffset, zoffset, width, height, depth,
format, imageSize, bits);
}
void APIENTRY _glGetCompressedTextureImageEXT(GLuint texture, GLenum target, GLint lod, void *img)
{
PushPopTexture(target, texture);
GL.glGetCompressedTexImage(target, lod, img);
}
void APIENTRY _glGetTextureImageEXT(GLuint texture, GLenum target, GLint level, GLenum format,
GLenum type, void *pixels)
{
PushPopTexture(target, texture);
GL.glGetTexImage(target, level, format, type, pixels);
}
void APIENTRY _glGetTextureParameterfvEXT(GLuint texture, GLenum target, GLenum pname, GLfloat *params)
{
PushPopTexture(target, texture);
GL.glGetTexParameterfv(target, pname, params);
}
void APIENTRY _glGetTextureParameterivEXT(GLuint texture, GLenum target, GLenum pname, GLint *params)
{
PushPopTexture(target, texture);
GL.glGetTexParameteriv(target, pname, params);
}
void APIENTRY _glGetTextureParameterIivEXT(GLuint texture, GLenum target, GLenum pname, GLint *params)
{
PushPopTexture(target, texture);
GL.glGetTexParameterIiv(target, pname, params);
}
void APIENTRY _glGetTextureParameterIuivEXT(GLuint texture, GLenum target, GLenum pname,
GLuint *params)
{
PushPopTexture(target, texture);
GL.glGetTexParameterIuiv(target, pname, params);
}
void APIENTRY _glGetTextureLevelParameterfvEXT(GLuint texture, GLenum target, GLint level,
GLenum pname, GLfloat *params)
{
PushPopTexture(target, texture);
GL.glGetTexLevelParameterfv(target, level, pname, params);
}
void APIENTRY _glGetTextureLevelParameterivEXT(GLuint texture, GLenum target, GLint level,
GLenum pname, GLint *params)
{
PushPopTexture(target, texture);
GL.glGetTexLevelParameteriv(target, level, pname, params);
}
void APIENTRY _glTextureImage1DEXT(GLuint texture, GLenum target, GLint level, GLint internalformat,
GLsizei width, GLint border, GLenum format, GLenum type,
const void *pixels)
{
PushPopTexture(target, texture);
GL.glTexImage1D(target, level, internalformat, width, border, format, type, pixels);
}
void APIENTRY _glTextureImage2DEXT(GLuint texture, GLenum target, GLint level, GLint internalformat,
GLsizei width, GLsizei height, GLint border, GLenum format,
GLenum type, const void *pixels)
{
PushPopTexture(target, texture);
GL.glTexImage2D(target, level, internalformat, width, height, border, format, type, pixels);
}
void APIENTRY _glTextureImage3DEXT(GLuint texture, GLenum target, GLint level, GLint internalformat,
GLsizei width, GLsizei height, GLsizei depth, GLint border,
GLenum format, GLenum type, const void *pixels)
{
PushPopTexture(target, texture);
GL.glTexImage3D(target, level, internalformat, width, height, depth, border, format, type, pixels);
}
// these two functions are a big hack. Internally we want to be using DSA functions for everything
// since then we don't have to track current bindings during replay for non-serialised calls.
// However, there are *no* DSA equivalents of the non-storage multisampled allocation functions.
// To get around this, we will emulate these functions whether or not ARB_texture_storage is
// present, and if it isn't just forward to the non-storage version which is equivalent
void APIENTRY _glTextureStorage2DMultisampleEXT(GLuint texture, GLenum target, GLsizei samples,
GLenum internalformat, GLsizei width,
GLsizei height, GLboolean fixedsamplelocations)
{
PushPopTexture(target, texture);
if(((IsGLES && GLCoreVersion >= 31) ||
(!IsGLES && HasExt[ARB_texture_storage] && HasExt[ARB_texture_storage_multisample])) &&
GL.glTexStorage2DMultisample)
{
GL.glTexStorage2DMultisample(target, samples, internalformat, width, height,
fixedsamplelocations);
}
else
{
GL.glTexImage2DMultisample(target, samples, internalformat, width, height, fixedsamplelocations);
}
}
void APIENTRY _glTextureStorage3DMultisampleEXT(GLuint texture, GLenum target, GLsizei samples,
GLenum internalformat, GLsizei width, GLsizei height,
GLsizei depth, GLboolean fixedsamplelocations)
{
PushPopTexture(target, texture);
if(((IsGLES && HasExt[OES_texture_storage_multisample_2d_array]) ||
(!IsGLES && HasExt[ARB_texture_storage] && HasExt[ARB_texture_storage_multisample])) &&
GL.glTexStorage3DMultisample)
{
GL.glTexStorage3DMultisample(target, samples, internalformat, width, height, depth,
fixedsamplelocations);
}
else
{
GL.glTexImage3DMultisample(target, samples, internalformat, width, height, depth,
fixedsamplelocations);
}
}
void APIENTRY _glTextureParameterfEXT(GLuint texture, GLenum target, GLenum pname, GLfloat param)
{
PushPopTexture(target, texture);
GL.glTexParameterf(target, pname, param);
}
void APIENTRY _glTextureParameterfvEXT(GLuint texture, GLenum target, GLenum pname,
const GLfloat *params)
{
PushPopTexture(target, texture);
GL.glTexParameterfv(target, pname, params);
}
void APIENTRY _glTextureParameteriEXT(GLuint texture, GLenum target, GLenum pname, GLint param)
{
PushPopTexture(target, texture);
GL.glTexParameteri(target, pname, param);
}
void APIENTRY _glTextureParameterivEXT(GLuint texture, GLenum target, GLenum pname,
const GLint *params)
{
PushPopTexture(target, texture);
GL.glTexParameteriv(target, pname, params);
}
void APIENTRY _glTextureParameterIivEXT(GLuint texture, GLenum target, GLenum pname,
const GLint *params)
{
PushPopTexture(target, texture);
GL.glTexParameterIiv(target, pname, params);
}
void APIENTRY _glTextureParameterIuivEXT(GLuint texture, GLenum target, GLenum pname,
const GLuint *params)
{
PushPopTexture(target, texture);
GL.glTexParameterIuiv(target, pname, params);
}
void APIENTRY _glTextureSubImage1DEXT(GLuint texture, GLenum target, GLint level, GLint xoffset,
GLsizei width, GLenum format, GLenum type, const void *pixels)
{
PushPopTexture(target, texture);
GL.glTexSubImage1D(target, level, xoffset, width, format, type, pixels);
}
void APIENTRY _glTextureSubImage2DEXT(GLuint texture, GLenum target, GLint level, GLint xoffset,
GLint yoffset, GLsizei width, GLsizei height, GLenum format,
GLenum type, const void *pixels)
{
PushPopTexture(target, texture);
GL.glTexSubImage2D(target, level, xoffset, yoffset, width, height, format, type, pixels);
}
void APIENTRY _glTextureSubImage3DEXT(GLuint texture, GLenum target, GLint level, GLint xoffset,
GLint yoffset, GLint zoffset, GLsizei width, GLsizei height,
GLsizei depth, GLenum format, GLenum type, const void *pixels)
{
PushPopTexture(target, texture);
GL.glTexSubImage3D(target, level, xoffset, yoffset, zoffset, width, height, depth, format, type,
pixels);
}
void APIENTRY _glTextureStorage1DEXT(GLuint texture, GLenum target, GLsizei levels,
GLenum internalformat, GLsizei width)
{
PushPopTexture(target, texture);
GL.glTexStorage1D(target, levels, internalformat, width);
}
void APIENTRY _glTextureStorage2DEXT(GLuint texture, GLenum target, GLsizei levels,
GLenum internalformat, GLsizei width, GLsizei height)
{
PushPopTexture(target, texture);
GL.glTexStorage2D(target, levels, internalformat, width, height);
}
void APIENTRY _glTextureStorage3DEXT(GLuint texture, GLenum target, GLsizei levels,
GLenum internalformat, GLsizei width, GLsizei height,
GLsizei depth)
{
PushPopTexture(target, texture);
GL.glTexStorage3D(target, levels, internalformat, width, height, depth);
}
void APIENTRY _glCopyTextureImage1DEXT(GLuint texture, GLenum target, GLint level,
GLenum internalformat, GLint x, GLint y, GLsizei width,
GLint border)
{
PushPopTexture(target, texture);
GL.glCopyTexImage1D(target, level, internalformat, x, y, width, border);
}
void APIENTRY _glCopyTextureImage2DEXT(GLuint texture, GLenum target, GLint level,
GLenum internalformat, GLint x, GLint y, GLsizei width,
GLsizei height, GLint border)
{
PushPopTexture(target, texture);
GL.glCopyTexImage2D(target, level, internalformat, x, y, width, height, border);
}
void APIENTRY _glCopyTextureSubImage1DEXT(GLuint texture, GLenum target, GLint level, GLint xoffset,
GLint x, GLint y, GLsizei width)
{
PushPopTexture(target, texture);
GL.glCopyTexSubImage1D(target, level, xoffset, x, y, width);
}
void APIENTRY _glCopyTextureSubImage2DEXT(GLuint texture, GLenum target, GLint level, GLint xoffset,
GLint yoffset, GLint x, GLint y, GLsizei width,
GLsizei height)
{
PushPopTexture(target, texture);
GL.glCopyTexSubImage2D(target, level, xoffset, yoffset, x, y, width, height);
}
void APIENTRY _glCopyTextureSubImage3DEXT(GLuint texture, GLenum target, GLint level, GLint xoffset,
GLint yoffset, GLint zoffset, GLint x, GLint y,
GLsizei width, GLsizei height)
{
PushPopTexture(target, texture);
GL.glCopyTexSubImage3D(target, level, xoffset, yoffset, zoffset, x, y, width, height);
}
void APIENTRY _glGenerateTextureMipmapEXT(GLuint texture, GLenum target)
{
PushPopTexture(target, texture);
GL.glGenerateMipmap(target);
}
void APIENTRY _glTextureBufferEXT(GLuint texture, GLenum target, GLenum internalformat, GLuint buffer)
{
PushPopTexture(target, texture);
GL.glTexBuffer(target, internalformat, buffer);
}
void APIENTRY _glTextureBufferRangeEXT(GLuint texture, GLenum target, GLenum internalformat,
GLuint buffer, GLintptr offset, GLsizeiptr size)
{
PushPopTexture(target, texture);
GL.glTexBufferRange(target, internalformat, buffer, offset, size);
}
#pragma endregion
#pragma region Vertex Arrays
void APIENTRY _glGetVertexArrayIntegervEXT(GLuint vaobj, GLenum pname, GLint *param)
{
PushPopVertexArray(vaobj);
GL.glGetIntegerv(pname, param);
}
void APIENTRY _glGetVertexArrayIntegeri_vEXT(GLuint vaobj, GLuint index, GLenum pname, GLint *param)
{
PushPopVertexArray(vaobj);
GL.glGetIntegeri_v(pname, index, param);
}
void APIENTRY _glVertexArrayVertexAttribOffsetEXT(GLuint vaobj, GLuint buffer, GLuint index,
GLint size, GLenum type, GLboolean normalized,
GLsizei stride, GLintptr offset)
{
PushPopVertexArray(vaobj);
PushPopBuffer(eGL_ARRAY_BUFFER, buffer);
GL.glVertexAttribPointer(index, size, type, normalized, stride, (const void *)offset);
}
void APIENTRY _glVertexArrayVertexAttribIOffsetEXT(GLuint vaobj, GLuint buffer, GLuint index,
GLint size, GLenum type, GLsizei stride,
GLintptr offset)
{
PushPopVertexArray(vaobj);
PushPopBuffer(eGL_ARRAY_BUFFER, buffer);
GL.glVertexAttribIPointer(index, size, type, stride, (const void *)offset);
}
void APIENTRY _glVertexArrayVertexAttribLOffsetEXT(GLuint vaobj, GLuint buffer, GLuint index,
GLint size, GLenum type, GLsizei stride,
GLintptr offset)
{
PushPopVertexArray(vaobj);
PushPopBuffer(eGL_ARRAY_BUFFER, buffer);
// this depends on an extension that might not be present, GL_EXT/ARB_vertex_attrib_64bit.
// However we only use this internally if the capture used an equivalent function which would
// rely on that extension anyway. ie. when we promote it to EXT_dsa form, we were already
// assuming that the additional extension was available.
GL.glVertexAttribLPointer(index, size, type, stride, (const void *)offset);
}
void APIENTRY _glEnableVertexArrayAttribEXT(GLuint vaobj, GLuint index)
{
PushPopVertexArray(vaobj);
GL.glEnableVertexAttribArray(index);
}
void APIENTRY _glDisableVertexArrayAttribEXT(GLuint vaobj, GLuint index)
{
PushPopVertexArray(vaobj);
GL.glDisableVertexAttribArray(index);
}
void APIENTRY _glVertexArrayBindVertexBufferEXT(GLuint vaobj, GLuint bindingindex, GLuint buffer,
GLintptr offset, GLsizei stride)
{
PushPopVertexArray(vaobj);
GL.glBindVertexBuffer(bindingindex, buffer, offset, stride);
}
void APIENTRY _glVertexArrayVertexAttribFormatEXT(GLuint vaobj, GLuint attribindex, GLint size,
GLenum type, GLboolean normalized,
GLuint relativeoffset)
{
PushPopVertexArray(vaobj);
GL.glVertexAttribFormat(attribindex, size, type, normalized, relativeoffset);
}
void APIENTRY _glVertexArrayVertexAttribIFormatEXT(GLuint vaobj, GLuint attribindex, GLint size,
GLenum type, GLuint relativeoffset)
{
PushPopVertexArray(vaobj);
GL.glVertexAttribIFormat(attribindex, size, type, relativeoffset);
}
void APIENTRY _glVertexArrayVertexAttribLFormatEXT(GLuint vaobj, GLuint attribindex, GLint size,
GLenum type, GLuint relativeoffset)
{
PushPopVertexArray(vaobj);
GL.glVertexAttribLFormat(attribindex, size, type, relativeoffset);
}
void APIENTRY _glVertexArrayVertexAttribBindingEXT(GLuint vaobj, GLuint attribindex,
GLuint bindingindex)
{
PushPopVertexArray(vaobj);
GL.glVertexAttribBinding(attribindex, bindingindex);
}
void APIENTRY _glVertexArrayVertexBindingDivisorEXT(GLuint vaobj, GLuint bindingindex, GLuint divisor)
{
PushPopVertexArray(vaobj);
GL.glVertexBindingDivisor(bindingindex, divisor);
}
void APIENTRY _glVertexArrayVertexAttribDivisorEXT(GLuint vaobj, GLuint index, GLuint divisor)
{
PushPopVertexArray(vaobj);
GL.glVertexAttribDivisor(index, divisor);
}
#pragma endregion
#pragma endregion
#pragma region ARB_internalformat_query2
struct format_data
{
GLenum fmt;
GLenum type;
GLint numColComp, colCompBits, depthBits, stencilBits;
};
static const format_data formats[] = {
// colour formats
{eGL_R8, eGL_UNSIGNED_NORMALIZED, 1, 8, 0, 0},
{eGL_R8_SNORM, eGL_SIGNED_NORMALIZED, 1, 8, 0, 0},
{eGL_SR8_EXT, eGL_UNSIGNED_NORMALIZED, 1, 8, 0, 0},
{eGL_R16, eGL_UNSIGNED_NORMALIZED, 1, 16, 0, 0},
{eGL_R16_SNORM, eGL_SIGNED_NORMALIZED, 1, 16, 0, 0},
{eGL_RG8, eGL_UNSIGNED_NORMALIZED, 2, 8, 0, 0},
{eGL_RG8_SNORM, eGL_SIGNED_NORMALIZED, 2, 8, 0, 0},
{eGL_SRG8_EXT, eGL_UNSIGNED_NORMALIZED, 2, 8, 0, 0},
{eGL_RG16, eGL_UNSIGNED_NORMALIZED, 2, 16, 0, 0},
{eGL_RG16_SNORM, eGL_SIGNED_NORMALIZED, 2, 16, 0, 0},
{eGL_RGB4, eGL_UNSIGNED_NORMALIZED, 3, 4, 0, 0},
{eGL_RGB5, eGL_UNSIGNED_NORMALIZED, 3, 5, 0, 0},
{eGL_RGB8, eGL_UNSIGNED_NORMALIZED, 3, 8, 0, 0},
{eGL_RGB8_SNORM, eGL_SIGNED_NORMALIZED, 3, 8, 0, 0},
{eGL_RGB10, eGL_UNSIGNED_NORMALIZED, 3, 10, 0, 0},
{eGL_RGB12, eGL_UNSIGNED_NORMALIZED, 3, 12, 0, 0},
{eGL_RGB16, eGL_UNSIGNED_NORMALIZED, 3, 16, 0, 0},
{eGL_RGB16_SNORM, eGL_SIGNED_NORMALIZED, 3, 16, 0, 0},
{eGL_RGBA2, eGL_UNSIGNED_NORMALIZED, 4, 2, 0, 0},
{eGL_RGBA4, eGL_UNSIGNED_NORMALIZED, 4, 4, 0, 0},
{eGL_RGBA8, eGL_UNSIGNED_NORMALIZED, 4, 8, 0, 0},
{eGL_RGBA8_SNORM, eGL_SIGNED_NORMALIZED, 4, 8, 0, 0},
{eGL_RGBA12, eGL_UNSIGNED_NORMALIZED, 4, 12, 0, 0},
{eGL_RGBA16, eGL_UNSIGNED_NORMALIZED, 4, 16, 0, 0},
{eGL_RGBA16_SNORM, eGL_SIGNED_NORMALIZED, 4, 16, 0, 0},
{eGL_SRGB8, eGL_UNSIGNED_NORMALIZED, 3, 8, 0, 0},
{eGL_SRGB8_ALPHA8, eGL_UNSIGNED_NORMALIZED, 4, 8, 0, 0},
{eGL_R16F, eGL_FLOAT, 1, 16, 0, 0},
{eGL_RG16F, eGL_FLOAT, 2, 16, 0, 0},
{eGL_RGB16F, eGL_FLOAT, 3, 16, 0, 0},
{eGL_RGBA16F, eGL_FLOAT, 4, 16, 0, 0},
{eGL_R32F, eGL_FLOAT, 1, 32, 0, 0},
{eGL_RG32F, eGL_FLOAT, 2, 32, 0, 0},
{eGL_RGB32F, eGL_FLOAT, 3, 32, 0, 0},
{eGL_RGBA32F, eGL_FLOAT, 4, 32, 0, 0},
{eGL_R8I, eGL_INT, 1, 8, 0, 0},
{eGL_R8UI, eGL_UNSIGNED_INT, 1, 8, 0, 0},
{eGL_R16I, eGL_INT, 1, 16, 0, 0},
{eGL_R16UI, eGL_UNSIGNED_INT, 1, 16, 0, 0},
{eGL_R32I, eGL_INT, 1, 32, 0, 0},
{eGL_R32UI, eGL_UNSIGNED_INT, 1, 32, 0, 0},
{eGL_RG8I, eGL_INT, 2, 8, 0, 0},
{eGL_RG8UI, eGL_UNSIGNED_INT, 2, 8, 0, 0},
{eGL_RG16I, eGL_INT, 2, 16, 0, 0},
{eGL_RG16UI, eGL_UNSIGNED_INT, 2, 16, 0, 0},
{eGL_RG32I, eGL_INT, 2, 32, 0, 0},
{eGL_RG32UI, eGL_UNSIGNED_INT, 2, 32, 0, 0},
{eGL_RGB8I, eGL_INT, 3, 8, 0, 0},
{eGL_RGB8UI, eGL_UNSIGNED_INT, 3, 8, 0, 0},
{eGL_RGB16I, eGL_INT, 3, 16, 0, 0},
{eGL_RGB16UI, eGL_UNSIGNED_INT, 3, 16, 0, 0},
{eGL_RGB32I, eGL_INT, 3, 32, 0, 0},
{eGL_RGB32UI, eGL_UNSIGNED_INT, 3, 32, 0, 0},
{eGL_RGBA8I, eGL_INT, 4, 8, 0, 0},
{eGL_RGBA8UI, eGL_UNSIGNED_INT, 4, 8, 0, 0},
{eGL_RGBA16I, eGL_INT, 4, 16, 0, 0},
{eGL_RGBA16UI, eGL_UNSIGNED_INT, 4, 16, 0, 0},
{eGL_RGBA32I, eGL_INT, 4, 32, 0, 0},
{eGL_RGBA32UI, eGL_UNSIGNED_INT, 4, 32, 0, 0},
{eGL_BGRA8_EXT, eGL_UNSIGNED_BYTE, 4, 8, 0, 0},
// unsized formats
{eGL_RED, eGL_UNSIGNED_BYTE, 1, 8, 0, 0},
{eGL_ALPHA, eGL_UNSIGNED_BYTE, 1, 8, 0, 0},
{eGL_LUMINANCE, eGL_UNSIGNED_BYTE, 1, 8, 0, 0},
{eGL_RG, eGL_UNSIGNED_BYTE, 2, 8, 0, 0},
{eGL_LUMINANCE_ALPHA, eGL_UNSIGNED_BYTE, 2, 8, 0, 0},
{eGL_RGB, eGL_UNSIGNED_BYTE, 3, 8, 0, 0},
{eGL_RGBA, eGL_UNSIGNED_BYTE, 4, 8, 0, 0},
{eGL_BGRA_EXT, eGL_UNSIGNED_BYTE, 4, 8, 0, 0},
{eGL_SRGB_ALPHA, eGL_UNSIGNED_NORMALIZED, 4, 8, 0, 0},
{eGL_DEPTH_COMPONENT, eGL_NONE, 0, 0, 24, 0},
{eGL_STENCIL_INDEX, eGL_NONE, 0, 0, 0, 8},
{eGL_DEPTH_STENCIL, eGL_NONE, 0, 0, 24, 8},
// depth and stencil formats
{eGL_DEPTH_COMPONENT16, eGL_NONE, 0, 0, 16, 0},
{eGL_DEPTH_COMPONENT24, eGL_NONE, 0, 0, 24, 0},
{eGL_DEPTH_COMPONENT32, eGL_NONE, 0, 0, 32, 0},
{eGL_DEPTH_COMPONENT32F, eGL_NONE, 0, 0, 32, 0},
{eGL_DEPTH24_STENCIL8, eGL_NONE, 0, 0, 24, 8},
{eGL_DEPTH32F_STENCIL8, eGL_NONE, 0, 0, 32, 8},
{eGL_STENCIL_INDEX1, eGL_NONE, 0, 0, 0, 1},
{eGL_STENCIL_INDEX4, eGL_NONE, 0, 0, 0, 4},
{eGL_STENCIL_INDEX8, eGL_NONE, 0, 0, 0, 8},
{eGL_STENCIL_INDEX16, eGL_NONE, 0, 0, 0, 16},
};
static const GLenum viewClasses[] = {
eGL_VIEW_CLASS_8_BITS,
eGL_VIEW_CLASS_16_BITS,
eGL_VIEW_CLASS_24_BITS,
eGL_VIEW_CLASS_32_BITS,
eGL_NONE, // 40 bits
eGL_VIEW_CLASS_48_BITS,
eGL_NONE, // 56 bits
eGL_VIEW_CLASS_64_BITS,
eGL_NONE, // 72 bits
eGL_NONE, // 80 bits
eGL_NONE, // 88 bits
eGL_VIEW_CLASS_96_BITS,
eGL_NONE, // 104 bits
eGL_NONE, // 112 bits
eGL_NONE, // 120 bits
eGL_VIEW_CLASS_128_BITS,
};
void APIENTRY _glGetInternalformativ(GLenum target, GLenum internalformat, GLenum pname,
GLsizei bufSize, GLint *params)
{
// We only implement the subset of the queries that we care about ourselves.
// We also skip special formats, and only return values for
if(glGetInternalformativ_real)
{
switch(pname)
{
// these params are available for both GLES and GL
case eGL_NUM_SAMPLE_COUNTS:
case eGL_SAMPLES:
glGetInternalformativ_real(target, internalformat, pname, bufSize, params);
return;
default: break;
}
}
if(IsCompressedFormat(internalformat))
{
RDCERR("Compressed formats not supported by internal glGetInternalformativ");
return;
}
if(pname == eGL_COLOR_ENCODING)
{
if(internalformat == eGL_SR8_EXT || internalformat == eGL_SRG8_EXT ||
internalformat == eGL_SRGB8 || internalformat == eGL_SRGB8_ALPHA8 ||
internalformat == eGL_SRGB_ALPHA)
*params = eGL_SRGB;
else
*params = eGL_LINEAR;
return;
}
const format_data *data = NULL;
for(size_t i = 0; i < ARRAY_COUNT(formats); i++)
{
if(formats[i].fmt == internalformat)
{
data = &formats[i];
break;
}
}
if(data == NULL)
{
RDCERR("Format %s not supported by internal glGetInternalformativ, update database",
ToStr(internalformat).c_str());
return;
}
switch(pname)
{
case eGL_VIEW_COMPATIBILITY_CLASS:
if(data->numColComp > 0)
*params = (GLint)viewClasses[data->numColComp * data->colCompBits / 8];
else
*params = (GLint)viewClasses[(data->depthBits + data->stencilBits) / 8];
break;
case eGL_COLOR_COMPONENTS: *params = (data->numColComp > 0 ? GL_TRUE : GL_FALSE); break;
case eGL_DEPTH_COMPONENTS: *params = (data->depthBits > 0 ? GL_TRUE : GL_FALSE); break;
case eGL_STENCIL_COMPONENTS: *params = (data->stencilBits > 0 ? GL_TRUE : GL_FALSE); break;
case eGL_INTERNALFORMAT_RED_SIZE:
*params = (data->numColComp > 0 ? data->colCompBits : 0);
break;
case eGL_INTERNALFORMAT_GREEN_SIZE:
*params = (data->numColComp > 1 ? data->colCompBits : 0);
break;
case eGL_INTERNALFORMAT_BLUE_SIZE:
*params = (data->numColComp > 2 ? data->colCompBits : 0);
break;
case eGL_INTERNALFORMAT_ALPHA_SIZE:
*params = (data->numColComp > 3 ? data->colCompBits : 0);
break;
case eGL_INTERNALFORMAT_RED_TYPE:
*params = GLint(data->numColComp > 0 ? data->type : eGL_NONE);
break;
case eGL_INTERNALFORMAT_GREEN_TYPE:
*params = GLint(data->numColComp > 1 ? data->type : eGL_NONE);
break;
case eGL_INTERNALFORMAT_BLUE_TYPE:
*params = GLint(data->numColComp > 2 ? data->type : eGL_NONE);
break;
case eGL_INTERNALFORMAT_ALPHA_TYPE:
*params = GLint(data->numColComp > 3 ? data->type : eGL_NONE);
break;
case eGL_INTERNALFORMAT_DEPTH_SIZE: *params = data->depthBits; break;
case eGL_INTERNALFORMAT_STENCIL_SIZE: *params = data->stencilBits; break;
default:
RDCERR("pname %s not supported by internal glGetInternalformativ", ToStr(pname).c_str());
break;
}
}
#pragma endregion
#pragma region ARB_copy_image
void APIENTRY _glCopyImageSubData(GLuint srcName, GLenum srcTarget, GLint srcLevel, GLint srcX,
GLint srcY, GLint srcZ, GLuint dstName, GLenum dstTarget,
GLint dstLevel, GLint dstX, GLint dstY, GLint dstZ,
GLsizei srcWidth, GLsizei srcHeight, GLsizei srcDepth)
{
GLuint fbos[2] = {};
GLuint &readFBO = fbos[0];
GLuint &drawFBO = fbos[1];
GL.glGenFramebuffers(2, fbos);
RDCASSERTEQUAL(srcTarget, dstTarget);
{
PushPopFramebuffer(eGL_READ_FRAMEBUFFER, readFBO);
PushPopFramebuffer(eGL_DRAW_FRAMEBUFFER, drawFBO);
GLbitfield mask = eGL_COLOR_BUFFER_BIT;
GLenum attach = eGL_COLOR_ATTACHMENT0;
bool layered = false;
bool compressed = false;
if(srcTarget == eGL_TEXTURE_CUBE_MAP || srcTarget == eGL_TEXTURE_CUBE_MAP_ARRAY ||
srcTarget == eGL_TEXTURE_1D_ARRAY || srcTarget == eGL_TEXTURE_2D_ARRAY ||
srcTarget == eGL_TEXTURE_2D_MULTISAMPLE_ARRAY || srcTarget == eGL_TEXTURE_3D)
{
layered = true;
}
{
PushPopTexture(srcTarget, srcName);
GLenum levelQueryType = srcTarget;
if(levelQueryType == eGL_TEXTURE_CUBE_MAP)
levelQueryType = eGL_TEXTURE_CUBE_MAP_POSITIVE_X;
GLenum fmt = eGL_NONE;
GL.glGetTexLevelParameteriv(levelQueryType, 0, eGL_TEXTURE_INTERNAL_FORMAT, (GLint *)&fmt);
if(IsCompressedFormat(fmt))
{
// have to do this via CPU readback, there's no alternative for GPU copies
compressed = true;
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(srcTarget != eGL_TEXTURE_CUBE_MAP)
{
targets[0] = srcTarget;
count = 1;
}
size_t size = GetCompressedByteSize(srcWidth, srcHeight, srcDepth, fmt);
if(srcTarget == eGL_TEXTURE_CUBE_MAP)
size /= 6;
byte *buf = new byte[size];
for(int trg = 0; trg < count; trg++)
{
// read to CPU
if(IsGLES)
{
RDCERR("Can't emulate glCopyImageSubData without glGetCompressedTexImage on GLES");
memset(buf, 0, size);
}
else
{
GL.glGetCompressedTextureImageEXT(srcName, targets[trg], srcLevel, buf);
}
// write to GPU
if(srcTarget == eGL_TEXTURE_1D || srcTarget == eGL_TEXTURE_1D_ARRAY)
GL.glCompressedTextureSubImage1DEXT(dstName, targets[trg], dstLevel, 0, srcWidth, fmt,
(GLsizei)size, buf);
else if(srcTarget == eGL_TEXTURE_3D)
GL.glCompressedTextureSubImage3DEXT(dstName, targets[trg], dstLevel, 0, 0, 0, srcWidth,
srcHeight, srcDepth, fmt, (GLsizei)size, buf);
else
GL.glCompressedTextureSubImage2DEXT(dstName, targets[trg], dstLevel, 0, 0, srcWidth,
srcHeight, fmt, (GLsizei)size, buf);
}
delete[] buf;
}
else
{
ResourceFormat format = MakeResourceFormat(srcTarget, fmt);
GLenum baseFormat = GetBaseFormat(fmt);
if(baseFormat == eGL_DEPTH_COMPONENT)
{
mask = eGL_DEPTH_BUFFER_BIT;
attach = eGL_DEPTH_ATTACHMENT;
}
else if(baseFormat == eGL_STENCIL_INDEX)
{
mask = eGL_STENCIL_BUFFER_BIT;
attach = eGL_STENCIL_ATTACHMENT;
}
else if(baseFormat == eGL_DEPTH_STENCIL)
{
mask = eGL_DEPTH_BUFFER_BIT | eGL_STENCIL_BUFFER_BIT;
attach = eGL_DEPTH_STENCIL_ATTACHMENT;
}
// simple case, non-layered. If we have a layered copy we need to loop and rebind
if(!layered)
{
// we assume the destination texture is the same format, and we asserted that it's the
// same
// target.
if(srcTarget == eGL_TEXTURE_2D || srcTarget == eGL_TEXTURE_2D_MULTISAMPLE)
{
GL.glFramebufferTexture2D(eGL_READ_FRAMEBUFFER, attach, srcTarget, srcName, srcLevel);
GL.glFramebufferTexture2D(eGL_DRAW_FRAMEBUFFER, attach, dstTarget, dstName, dstLevel);
}
else
{
GL.glFramebufferTexture(eGL_READ_FRAMEBUFFER, attach, srcName, srcLevel);
GL.glFramebufferTexture(eGL_DRAW_FRAMEBUFFER, attach, dstName, dstLevel);
}
}
}
}
if(compressed)
{
// nothing to do!
}
else if(!layered)
{
GLenum status = GL.glCheckFramebufferStatus(eGL_DRAW_FRAMEBUFFER);
if(status != eGL_FRAMEBUFFER_COMPLETE)
RDCERR("glCopyImageSubData emulation draw FBO is %s", ToStr(status).c_str());
status = GL.glCheckFramebufferStatus(eGL_READ_FRAMEBUFFER);
if(status != eGL_FRAMEBUFFER_COMPLETE)
RDCERR("glCopyImageSubData emulation read FBO is %s", ToStr(status).c_str());
SafeBlitFramebuffer(srcX, srcY, srcX + srcWidth, srcY + srcHeight, dstX, dstY,
dstX + srcWidth, dstY + srcHeight, mask, eGL_NEAREST);
}
else if(srcTarget == eGL_TEXTURE_CUBE_MAP)
{
// cubemap non-array must be treated differently to use glFramebufferTexture2D
GLenum textargets[] = {
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,
};
for(GLsizei slice = 0; slice < srcDepth; slice++)
{
GL.glFramebufferTexture2D(eGL_READ_FRAMEBUFFER, attach, textargets[srcZ + slice], srcName,
srcLevel);
GL.glFramebufferTexture2D(eGL_DRAW_FRAMEBUFFER, attach, textargets[dstZ + slice], dstName,
dstLevel);
if(slice == 0)
{
GLenum status = GL.glCheckFramebufferStatus(eGL_DRAW_FRAMEBUFFER);
if(status != eGL_FRAMEBUFFER_COMPLETE)
RDCERR("glCopyImageSubData emulation draw FBO is %s for slice 0", ToStr(status).c_str());
status = GL.glCheckFramebufferStatus(eGL_READ_FRAMEBUFFER);
if(status != eGL_FRAMEBUFFER_COMPLETE)
RDCERR("glCopyImageSubData emulation read FBO is %s for slice 0", ToStr(status).c_str());
}
SafeBlitFramebuffer(srcX, srcY, srcX + srcWidth, srcY + srcHeight, dstX, dstY,
dstX + srcWidth, dstY + srcHeight, mask, eGL_NEAREST);
}
}
else
{
for(GLsizei slice = 0; slice < srcDepth; slice++)
{
GL.glFramebufferTextureLayer(eGL_READ_FRAMEBUFFER, attach, srcName, srcLevel, srcZ + slice);
GL.glFramebufferTextureLayer(eGL_DRAW_FRAMEBUFFER, attach, dstName, dstLevel, dstZ + slice);
if(slice == 0)
{
GLenum status = GL.glCheckFramebufferStatus(eGL_DRAW_FRAMEBUFFER);
if(status != eGL_FRAMEBUFFER_COMPLETE)
RDCERR("glCopyImageSubData emulation draw FBO is %s for slice 0", ToStr(status).c_str());
status = GL.glCheckFramebufferStatus(eGL_READ_FRAMEBUFFER);
if(status != eGL_FRAMEBUFFER_COMPLETE)
RDCERR("glCopyImageSubData emulation read FBO is %s for slice 0", ToStr(status).c_str());
}
SafeBlitFramebuffer(srcX, srcY, srcX + srcWidth, srcY + srcHeight, dstX, dstY,
dstX + srcWidth, dstY + srcHeight, mask, eGL_NEAREST);
}
}
}
GL.glDeleteFramebuffers(2, fbos);
}
#pragma endregion
#pragma region ARB_vertex_attrib_binding
struct EmulatedVertexBuffer
{
bool dirty = false; // set by anything that changes this struct, used to determine which
// bindings/attribs we need to flush
GLuint divisor = 0; // set by _glVertexBindingDivisor
GLuint buffer = 0; // set by _glBindVertexBuffer
GLintptr offset = 0; // set by _glBindVertexBuffer
GLsizei stride = 0; // set by _glBindVertexBuffer
};
struct EmulatedVertexAttrib
{
// start off with a binding index
EmulatedVertexAttrib(GLuint b) : bindingindex(b) {}
bool dirty = false; // set by anything that changes this struct, used to determine which
// bindings/attribs we need to flush
GLboolean Long = GL_FALSE; // enabled by _glVertexAttribLFormat
GLboolean Integer = GL_FALSE; // enabled by _glVertexAttribIFormat
GLint size = 4; // set by _glVertexAttrib?Format
GLenum type = eGL_FLOAT; // set by _glVertexAttrib?Format
GLboolean normalized = GL_FALSE; // set by _glVertexAttrib?Format
GLuint relativeoffset = 0; // set by _glVertexAttrib?Format
GLuint bindingindex; // index into vertex buffers, set by _glVertexAttribBinding
};
static const uint32_t NumEmulatedBinds = 16;
struct EmulatedVAO
{
EmulatedVertexBuffer vbs[NumEmulatedBinds];
// each attrib starts off pointing at its corresponding binding
EmulatedVertexAttrib attribs[NumEmulatedBinds] = {
EmulatedVertexAttrib(0), EmulatedVertexAttrib(1), EmulatedVertexAttrib(2),
EmulatedVertexAttrib(3), EmulatedVertexAttrib(4), EmulatedVertexAttrib(5),
EmulatedVertexAttrib(6), EmulatedVertexAttrib(7), EmulatedVertexAttrib(8),
EmulatedVertexAttrib(9), EmulatedVertexAttrib(10), EmulatedVertexAttrib(11),
EmulatedVertexAttrib(12), EmulatedVertexAttrib(13), EmulatedVertexAttrib(14),
EmulatedVertexAttrib(15),
};
};
static std::map<GLResource, EmulatedVAO> _emulatedBindings;
static EmulatedVAO &_GetVAOData()
{
GLuint o = 0;
glGetIntegerv_real(eGL_VERTEX_ARRAY_BINDING, (GLint *)&o);
return _emulatedBindings[VertexArrayRes(driver->GetCtx(), o)];
}
static void _ResetVertexAttribBinding()
{
_emulatedBindings.clear();
}
static void _FlushVertexAttribBinding()
{
EmulatedVAO &vao = _GetVAOData();
EmulatedVertexAttrib *attribs = vao.attribs;
EmulatedVertexBuffer *vbs = vao.vbs;
// flush all dirty vertex attribs out using old-style binding.
for(uint32_t a = 0; a < NumEmulatedBinds; a++)
{
EmulatedVertexAttrib &attrib = attribs[a];
EmulatedVertexBuffer &bind = vbs[attrib.bindingindex];
// if the attrib and its bind isn't dirty, just continue
if(!attrib.dirty && !bind.dirty)
continue;
// otherwise, flush it out using VertexAttrib?Pointer
{
PushPopBuffer(eGL_ARRAY_BUFFER, bind.buffer);
if(attrib.Long)
glVertexAttribLPointer_real(a, attrib.size, attrib.type, bind.stride,
(const void *)(bind.offset + attrib.relativeoffset));
else if(attrib.Integer)
glVertexAttribIPointer_real(a, attrib.size, attrib.type, bind.stride,
(const void *)(bind.offset + attrib.relativeoffset));
else
glVertexAttribPointer_real(a, attrib.size, attrib.type, attrib.normalized, bind.stride,
(const void *)(bind.offset + attrib.relativeoffset));
if(glVertexAttribDivisor_real)
glVertexAttribDivisor_real(a, bind.divisor);
}
// attrib is no longer dirty
attrib.dirty = false;
// we can't un-dirty the VB because multiple attribs may point to them and we need to update
// them all
}
// unset VB dirty flags now
for(uint32_t vb = 0; vb < NumEmulatedBinds; vb++)
vbs[vb].dirty = false;
}
void APIENTRY _glVertexAttribFormat(GLuint attribindex, GLint size, GLenum type,
GLboolean normalized, GLuint relativeoffset)
{
if(attribindex >= NumEmulatedBinds)
{
RDCERR("Unhandled attrib %u in glVertexAttribFormat", attribindex);
return;
}
EmulatedVAO &vao = _GetVAOData();
EmulatedVertexAttrib *attribs = vao.attribs;
attribs[attribindex].Long = GL_FALSE;
attribs[attribindex].Integer = GL_FALSE;
attribs[attribindex].size = size;
attribs[attribindex].type = type;
attribs[attribindex].normalized = normalized;
attribs[attribindex].relativeoffset = relativeoffset;
attribs[attribindex].dirty = true;
_FlushVertexAttribBinding();
}
void APIENTRY _glVertexAttribIFormat(GLuint attribindex, GLint size, GLenum type,
GLuint relativeoffset)
{
if(attribindex >= NumEmulatedBinds)
{
RDCERR("Unhandled attrib %u in glVertexAttribIFormat", attribindex);
return;
}
EmulatedVAO &vao = _GetVAOData();
EmulatedVertexAttrib *attribs = vao.attribs;
attribs[attribindex].Long = GL_FALSE;
attribs[attribindex].Integer = GL_TRUE;
attribs[attribindex].size = size;
attribs[attribindex].type = type;
attribs[attribindex].relativeoffset = relativeoffset;
attribs[attribindex].dirty = true;
_FlushVertexAttribBinding();
}
void APIENTRY _glVertexAttribLFormat(GLuint attribindex, GLint size, GLenum type,
GLuint relativeoffset)
{
if(attribindex >= NumEmulatedBinds)
{
RDCERR("Unhandled attrib %u in glVertexAttribLFormat", attribindex);
return;
}
EmulatedVAO &vao = _GetVAOData();
EmulatedVertexAttrib *attribs = vao.attribs;
attribs[attribindex].Long = GL_TRUE;
attribs[attribindex].Integer = GL_FALSE;
attribs[attribindex].size = size;
attribs[attribindex].type = type;
attribs[attribindex].relativeoffset = relativeoffset;
attribs[attribindex].dirty = true;
_FlushVertexAttribBinding();
}
void APIENTRY _glVertexAttribBinding(GLuint attribindex, GLuint bindingindex)
{
if(attribindex >= NumEmulatedBinds)
{
RDCERR("Unhandled attrib %u in glVertexAttribBinding", attribindex);
return;
}
if(bindingindex >= NumEmulatedBinds)
{
RDCERR("Unhandled binding %u in glVertexAttribBinding", bindingindex);
return;
}
EmulatedVAO &vao = _GetVAOData();
EmulatedVertexAttrib *attribs = vao.attribs;
attribs[attribindex].bindingindex = bindingindex;
attribs[attribindex].dirty = true;
_FlushVertexAttribBinding();
}
void APIENTRY _glVertexBindingDivisor(GLuint bindingindex, GLuint divisor)
{
if(bindingindex >= NumEmulatedBinds)
{
RDCERR("Unhandled binding %u in glVertexBindingDivisor", bindingindex);
return;
}
EmulatedVAO &vao = _GetVAOData();
EmulatedVertexBuffer *vbs = vao.vbs;
vbs[bindingindex].divisor = divisor;
vbs[bindingindex].dirty = true;
_FlushVertexAttribBinding();
}
void APIENTRY _glBindVertexBuffer(GLuint bindingindex, GLuint buffer, GLintptr offset, GLsizei stride)
{
if(bindingindex >= NumEmulatedBinds)
{
RDCERR("Unhandled binding %u in glBindVertexBuffer", bindingindex);
return;
}
EmulatedVAO &vao = _GetVAOData();
EmulatedVertexBuffer *vbs = vao.vbs;
vbs[bindingindex].buffer = buffer;
vbs[bindingindex].offset = offset;
vbs[bindingindex].stride = stride;
vbs[bindingindex].dirty = true;
_FlushVertexAttribBinding();
}
void APIENTRY _glGetIntegerv(GLenum pname, GLint *params)
{
switch(pname)
{
case eGL_MAX_VERTEX_ATTRIB_RELATIVE_OFFSET: *params = ~0U; return;
case eGL_MAX_VERTEX_ATTRIB_BINDINGS: *params = NumEmulatedBinds; return;
default: break;
}
return glGetIntegerv_real(pname, params);
}
void APIENTRY _glGetIntegeri_v(GLenum pname, GLuint index, GLint *params)
{
EmulatedVAO &vao = _GetVAOData();
EmulatedVertexBuffer *vbs = vao.vbs;
switch(pname)
{
case eGL_VERTEX_BINDING_OFFSET: *params = (GLint)vbs[index].offset; return;
case eGL_VERTEX_BINDING_STRIDE: *params = (GLint)vbs[index].stride; return;
case eGL_VERTEX_BINDING_DIVISOR: *params = (GLint)vbs[index].divisor; return;
case eGL_VERTEX_BINDING_BUFFER: *params = vbs[index].buffer; return;
default: break;
}
return glGetIntegeri_v_real(pname, index, params);
}
void APIENTRY _glGetInteger64i_v(GLenum pname, GLuint index, GLint64 *params)
{
EmulatedVAO &vao = _GetVAOData();
EmulatedVertexBuffer *vbs = vao.vbs;
switch(pname)
{
case eGL_VERTEX_BINDING_OFFSET: *params = (GLint64)vbs[index].offset; return;
case eGL_VERTEX_BINDING_STRIDE: *params = (GLint64)vbs[index].stride; return;
case eGL_VERTEX_BINDING_DIVISOR: *params = (GLint64)vbs[index].divisor; return;
case eGL_VERTEX_BINDING_BUFFER: *params = vbs[index].buffer; return;
default: break;
}
return glGetInteger64i_v_real(pname, index, params);
}
void APIENTRY _glGetVertexAttribiv(GLuint index, GLenum pname, GLint *params)
{
EmulatedVAO &vao = _GetVAOData();
EmulatedVertexAttrib *attribs = vao.attribs;
EmulatedVertexBuffer *vbs = vao.vbs;
if(index >= NumEmulatedBinds)
{
RDCERR("Invalid index to glGetVertexAttribiv: %u", index);
return;
}
switch(pname)
{
case GL_VERTEX_ATTRIB_BINDING: *params = (GLint)attribs[index].bindingindex; return;
case GL_VERTEX_ATTRIB_RELATIVE_OFFSET: *params = attribs[index].relativeoffset; return;
case GL_VERTEX_ATTRIB_ARRAY_SIZE: *params = attribs[index].size; return;
case GL_VERTEX_ATTRIB_ARRAY_TYPE: *params = attribs[index].type; return;
case GL_VERTEX_ATTRIB_ARRAY_NORMALIZED: *params = attribs[index].normalized; return;
case GL_VERTEX_ATTRIB_ARRAY_INTEGER: *params = attribs[index].Integer; return;
case GL_VERTEX_ATTRIB_ARRAY_LONG: *params = attribs[index].Long; return;
case GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING:
*params = vbs[attribs[index].bindingindex].buffer;
return;
case GL_VERTEX_ATTRIB_ARRAY_STRIDE:
*params = (GLint)vbs[attribs[index].bindingindex].stride;
return;
case GL_VERTEX_ATTRIB_ARRAY_DIVISOR:
*params = (GLint)vbs[attribs[index].bindingindex].divisor;
return;
default: break;
}
return glGetVertexAttribiv_real(index, pname, params);
}
void APIENTRY _glVertexAttribPointer(GLuint index, GLint size, GLenum type, GLboolean normalized,
GLsizei stride, const void *pointer)
{
if(index >= NumEmulatedBinds)
{
RDCERR("Unhandled attrib %u in glVertexAttribPointer", index);
return;
}
EmulatedVAO &vao = _GetVAOData();
EmulatedVertexAttrib *attribs = vao.attribs;
EmulatedVertexBuffer *vbs = vao.vbs;
attribs[index].Long = GL_FALSE;
attribs[index].Integer = GL_FALSE;
attribs[index].size = size;
attribs[index].type = type;
attribs[index].normalized = normalized;
// spec says that the offset goes entirely into the binding offset, not relative offset
attribs[index].relativeoffset = 0;
// spec says that the old functions stomp the binding with the 1:1 index
attribs[index].bindingindex = index;
attribs[index].dirty = true;
// whatever is currently in ARRAY_BUFFER gets bound to the VB
glGetIntegerv_real(eGL_ARRAY_BUFFER_BINDING, (GLint *)&vbs[index].buffer);
vbs[index].stride = stride;
vbs[index].offset = (GLintptr)pointer;
vbs[index].dirty = true;
_FlushVertexAttribBinding();
}
void APIENTRY _glVertexAttribIPointer(GLuint index, GLint size, GLenum type, GLsizei stride,
const void *pointer)
{
if(index >= NumEmulatedBinds)
{
RDCERR("Unhandled attrib %u in glVertexAttribPointer", index);
return;
}
EmulatedVAO &vao = _GetVAOData();
EmulatedVertexAttrib *attribs = vao.attribs;
EmulatedVertexBuffer *vbs = vao.vbs;
attribs[index].Long = GL_FALSE;
attribs[index].Integer = GL_TRUE;
attribs[index].size = size;
attribs[index].type = type;
// spec says that the offset goes entirely into the binding offset, not relative offset
attribs[index].relativeoffset = 0;
// spec says that the old functions stomp the binding with the 1:1 index
attribs[index].bindingindex = index;
attribs[index].dirty = true;
// whatever is currently in ARRAY_BUFFER gets bound to the VB
glGetIntegerv_real(eGL_ARRAY_BUFFER_BINDING, (GLint *)&vbs[index].buffer);
vbs[index].stride = stride;
vbs[index].offset = (GLintptr)pointer;
vbs[index].dirty = true;
_FlushVertexAttribBinding();
}
void APIENTRY _glVertexAttribLPointer(GLuint index, GLint size, GLenum type, GLsizei stride,
const void *pointer)
{
if(index >= NumEmulatedBinds)
{
RDCERR("Unhandled attrib %u in glVertexAttribPointer", index);
return;
}
EmulatedVAO &vao = _GetVAOData();
EmulatedVertexAttrib *attribs = vao.attribs;
EmulatedVertexBuffer *vbs = vao.vbs;
attribs[index].Long = GL_TRUE;
attribs[index].Integer = GL_FALSE;
attribs[index].size = size;
attribs[index].type = type;
// spec says that the offset goes entirely into the binding offset, not relative offset
attribs[index].relativeoffset = 0;
// spec says that the old functions stomp the binding with the 1:1 index
attribs[index].bindingindex = index;
attribs[index].dirty = true;
// whatever is currently in ARRAY_BUFFER gets bound to the VB
glGetIntegerv_real(eGL_ARRAY_BUFFER_BINDING, (GLint *)&vbs[index].buffer);
vbs[index].stride = stride;
vbs[index].offset = (GLintptr)pointer;
vbs[index].dirty = true;
_FlushVertexAttribBinding();
}
void APIENTRY _glVertexAttribDivisor(GLuint index, GLuint divisor)
{
EmulatedVAO &vao = _GetVAOData();
EmulatedVertexAttrib *attribs = vao.attribs;
EmulatedVertexBuffer *vbs = vao.vbs;
// spec says that this function stomps the binding with the 1:1 index, the same as
// glVertexAttrib?Pointer
attribs[index].bindingindex = index;
attribs[index].dirty = true;
vbs[index].divisor = divisor;
vbs[index].dirty = true;
_FlushVertexAttribBinding();
}
#pragma endregion
#pragma region ARB_clear_buffer_object
void APIENTRY _glClearBufferSubData(GLenum target, GLenum internalformat, GLintptr offset,
GLsizeiptr size, GLenum format, GLenum type, const void *data)
{
byte *dst = (byte *)GL.glMapBufferRange(target, offset, size,
GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_RANGE_BIT);
if(data == NULL)
{
memset(dst, 0, size);
}
else
{
// this is not a full implementation, just enough for internal use
uint32_t compCount = 1;
switch(format)
{
case GL_RED:
case GL_RED_INTEGER: compCount = 1; break;
case GL_RG:
case GL_RG_INTEGER: compCount = 2; break;
case GL_RGB:
case GL_RGB_INTEGER: compCount = 3; break;
case GL_RGBA:
case GL_RGBA_INTEGER: compCount = 4; break;
default:
RDCERR("Unexpected format %s, not doing conversion. Update _glClearBufferSubData emulation",
ToStr(format).c_str());
}
uint32_t compByteWidth = 1;
switch(type)
{
case eGL_UNSIGNED_BYTE:
case eGL_BYTE: compByteWidth = 1; break;
case eGL_UNSIGNED_SHORT:
case eGL_SHORT: compByteWidth = 2; break;
case eGL_UNSIGNED_INT:
case eGL_INT:
case eGL_FLOAT: compByteWidth = 4; break;
default:
RDCERR("Unexpected type %s, not doing conversion. Update _glClearBufferSubData emulation",
ToStr(type).c_str());
}
CompType compType = CompType::UInt;
switch(type)
{
case eGL_UNSIGNED_BYTE:
case eGL_UNSIGNED_SHORT:
case eGL_UNSIGNED_INT: compType = CompType::UInt; break;
case eGL_BYTE:
case eGL_SHORT:
case eGL_INT: compType = CompType::SInt; break;
case eGL_FLOAT: compType = CompType::Float; break;
default: break;
}
ResourceFormat fmt = MakeResourceFormat(eGL_TEXTURE_2D, internalformat);
// ensure we don't need any conversion
if(compByteWidth != fmt.compByteWidth)
RDCERR(
"Unexpected mismatch between app-data (%u bytes) and internal format (%u bytes). Update "
"_glClearBufferSubData emulation",
compByteWidth, fmt.compByteWidth);
if(compCount != fmt.compCount)
RDCERR(
"Unexpected mismatch between app-data (%u components) and internal format (%u "
"components). Update _glClearBufferSubData emulation",
compCount, fmt.compCount);
if(compType != fmt.compType)
RDCERR(
"Unexpected mismatch between app-data (%d type) and internal format (%d type). Update "
"_glClearBufferSubData emulation",
compType, fmt.compType);
size_t stride = compCount * compByteWidth;
RDCASSERT(size % stride == 0, uint64_t(size), uint64_t(stride));
// copy without conversion
for(GLsizeiptr i = 0; i < size; i += stride)
memcpy(dst + i, data, stride);
}
GL.glUnmapBuffer(target);
}
void APIENTRY _glClearBufferData(GLenum target, GLenum internalformat, GLenum format, GLenum type,
const void *data)
{
GLuint size = 0;
GL.glGetBufferParameteriv(target, eGL_BUFFER_SIZE, (GLint *)&size);
_glClearBufferSubData(target, internalformat, 0, (GLsizeiptr)size, format, type, data);
}
#pragma endregion
#pragma region ARB_separate_shader_objects
void APIENTRY _glGetProgramiv(GLuint program, GLenum pname, GLint *params)
{
// if we're emulating, programs were never separable
if(pname == eGL_PROGRAM_SEPARABLE)
{
*params = 0;
return;
}
glGetProgramiv_real(program, pname, params);
}
void APIENTRY _glProgramParameteri(GLuint program, GLenum pname, GLint value)
{
// we only set this when reflecting, so just silently drop it
if(pname == eGL_PROGRAM_SEPARABLE)
return;
RDCERR("Cannot emulate glProgramParameteri(%s), capture cannot be opened", ToStr(pname).c_str());
}
void APIENTRY _glProgramUniform1i(GLuint program, GLint location, GLint x)
{
PushPopProgram(program);
GL.glUniform1i(location, x);
}
void APIENTRY _glProgramUniform2i(GLuint program, GLint location, GLint x, GLint y)
{
PushPopProgram(program);
GL.glUniform2i(location, x, y);
}
void APIENTRY _glProgramUniform3i(GLuint program, GLint location, GLint x, GLint y, GLint z)
{
PushPopProgram(program);
GL.glUniform3i(location, x, y, z);
}
void APIENTRY _glProgramUniform4i(GLuint program, GLint location, GLint x, GLint y, GLint z, GLint w)
{
PushPopProgram(program);
GL.glUniform4i(location, x, y, z, w);
}
void APIENTRY _glProgramUniform1ui(GLuint program, GLint location, GLuint x)
{
PushPopProgram(program);
GL.glUniform1ui(location, x);
}
void APIENTRY _glProgramUniform2ui(GLuint program, GLint location, GLuint x, GLuint y)
{
PushPopProgram(program);
GL.glUniform2ui(location, x, y);
}
void APIENTRY _glProgramUniform3ui(GLuint program, GLint location, GLuint x, GLuint y, GLuint z)
{
PushPopProgram(program);
GL.glUniform3ui(location, x, y, z);
}
void APIENTRY _glProgramUniform4ui(GLuint program, GLint location, GLuint x, GLuint y, GLuint z,
GLuint w)
{
PushPopProgram(program);
GL.glUniform4ui(location, x, y, z, w);
}
void APIENTRY _glProgramUniform1f(GLuint program, GLint location, GLfloat x)
{
PushPopProgram(program);
GL.glUniform1f(location, x);
}
void APIENTRY _glProgramUniform2f(GLuint program, GLint location, GLfloat x, GLfloat y)
{
PushPopProgram(program);
GL.glUniform2f(location, x, y);
}
void APIENTRY _glProgramUniform3f(GLuint program, GLint location, GLfloat x, GLfloat y, GLfloat z)
{
PushPopProgram(program);
GL.glUniform3f(location, x, y, z);
}
void APIENTRY _glProgramUniform4f(GLuint program, GLint location, GLfloat x, GLfloat y, GLfloat z,
GLfloat w)
{
PushPopProgram(program);
GL.glUniform4f(location, x, y, z, w);
}
void APIENTRY _glProgramUniform1d(GLuint program, GLint location, GLdouble x)
{
PushPopProgram(program);
GL.glUniform1d(location, x);
}
void APIENTRY _glProgramUniform2d(GLuint program, GLint location, GLdouble x, GLdouble y)
{
PushPopProgram(program);
GL.glUniform2d(location, x, y);
}
void APIENTRY _glProgramUniform3d(GLuint program, GLint location, GLdouble x, GLdouble y, GLdouble z)
{
PushPopProgram(program);
GL.glUniform3d(location, x, y, z);
}
void APIENTRY _glProgramUniform4d(GLuint program, GLint location, GLdouble x, GLdouble y,
GLdouble z, GLdouble w)
{
PushPopProgram(program);
GL.glUniform4d(location, x, y, z, w);
}
void APIENTRY _glProgramUniform1iv(GLuint program, GLint location, GLsizei count, const GLint *value)
{
PushPopProgram(program);
GL.glUniform1iv(location, count, value);
}
void APIENTRY _glProgramUniform2iv(GLuint program, GLint location, GLsizei count, const GLint *value)
{
PushPopProgram(program);
GL.glUniform2iv(location, count, value);
}
void APIENTRY _glProgramUniform3iv(GLuint program, GLint location, GLsizei count, const GLint *value)
{
PushPopProgram(program);
GL.glUniform3iv(location, count, value);
}
void APIENTRY _glProgramUniform4iv(GLuint program, GLint location, GLsizei count, const GLint *value)
{
PushPopProgram(program);
GL.glUniform4iv(location, count, value);
}
void APIENTRY _glProgramUniform1uiv(GLuint program, GLint location, GLsizei count, const GLuint *value)
{
PushPopProgram(program);
GL.glUniform1uiv(location, count, value);
}
void APIENTRY _glProgramUniform2uiv(GLuint program, GLint location, GLsizei count, const GLuint *value)
{
PushPopProgram(program);
GL.glUniform2uiv(location, count, value);
}
void APIENTRY _glProgramUniform3uiv(GLuint program, GLint location, GLsizei count, const GLuint *value)
{
PushPopProgram(program);
GL.glUniform3uiv(location, count, value);
}
void APIENTRY _glProgramUniform4uiv(GLuint program, GLint location, GLsizei count, const GLuint *value)
{
PushPopProgram(program);
GL.glUniform4uiv(location, count, value);
}
void APIENTRY _glProgramUniform1fv(GLuint program, GLint location, GLsizei count, const GLfloat *value)
{
PushPopProgram(program);
GL.glUniform1fv(location, count, value);
}
void APIENTRY _glProgramUniform2fv(GLuint program, GLint location, GLsizei count, const GLfloat *value)
{
PushPopProgram(program);
GL.glUniform2fv(location, count, value);
}
void APIENTRY _glProgramUniform3fv(GLuint program, GLint location, GLsizei count, const GLfloat *value)
{
PushPopProgram(program);
GL.glUniform3fv(location, count, value);
}
void APIENTRY _glProgramUniform4fv(GLuint program, GLint location, GLsizei count, const GLfloat *value)
{
PushPopProgram(program);
GL.glUniform4fv(location, count, value);
}
void APIENTRY _glProgramUniform1dv(GLuint program, GLint location, GLsizei count,
const GLdouble *value)
{
PushPopProgram(program);
GL.glUniform1dv(location, count, value);
}
void APIENTRY _glProgramUniform2dv(GLuint program, GLint location, GLsizei count,
const GLdouble *value)
{
PushPopProgram(program);
GL.glUniform2dv(location, count, value);
}
void APIENTRY _glProgramUniform3dv(GLuint program, GLint location, GLsizei count,
const GLdouble *value)
{
PushPopProgram(program);
GL.glUniform3dv(location, count, value);
}
void APIENTRY _glProgramUniform4dv(GLuint program, GLint location, GLsizei count,
const GLdouble *value)
{
PushPopProgram(program);
GL.glUniform4dv(location, count, value);
}
void APIENTRY _glProgramUniformMatrix2fv(GLuint program, GLint location, GLsizei count,
GLboolean transpose, const GLfloat *value)
{
PushPopProgram(program);
GL.glUniformMatrix2fv(location, count, transpose, value);
}
void APIENTRY _glProgramUniformMatrix3fv(GLuint program, GLint location, GLsizei count,
GLboolean transpose, const GLfloat *value)
{
PushPopProgram(program);
GL.glUniformMatrix3fv(location, count, transpose, value);
}
void APIENTRY _glProgramUniformMatrix4fv(GLuint program, GLint location, GLsizei count,
GLboolean transpose, const GLfloat *value)
{
PushPopProgram(program);
GL.glUniformMatrix4fv(location, count, transpose, value);
}
void APIENTRY _glProgramUniformMatrix2dv(GLuint program, GLint location, GLsizei count,
GLboolean transpose, const GLdouble *value)
{
PushPopProgram(program);
GL.glUniformMatrix2dv(location, count, transpose, value);
}
void APIENTRY _glProgramUniformMatrix3dv(GLuint program, GLint location, GLsizei count,
GLboolean transpose, const GLdouble *value)
{
PushPopProgram(program);
GL.glUniformMatrix3dv(location, count, transpose, value);
}
void APIENTRY _glProgramUniformMatrix4dv(GLuint program, GLint location, GLsizei count,
GLboolean transpose, const GLdouble *value)
{
PushPopProgram(program);
GL.glUniformMatrix4dv(location, count, transpose, value);
}
void APIENTRY _glProgramUniformMatrix2x3fv(GLuint program, GLint location, GLsizei count,
GLboolean transpose, const GLfloat *value)
{
PushPopProgram(program);
GL.glUniformMatrix2x3fv(location, count, transpose, value);
}
void APIENTRY _glProgramUniformMatrix3x2fv(GLuint program, GLint location, GLsizei count,
GLboolean transpose, const GLfloat *value)
{
PushPopProgram(program);
GL.glUniformMatrix4x2fv(location, count, transpose, value);
}
void APIENTRY _glProgramUniformMatrix2x4fv(GLuint program, GLint location, GLsizei count,
GLboolean transpose, const GLfloat *value)
{
PushPopProgram(program);
GL.glUniformMatrix2x4fv(location, count, transpose, value);
}
void APIENTRY _glProgramUniformMatrix4x2fv(GLuint program, GLint location, GLsizei count,
GLboolean transpose, const GLfloat *value)
{
PushPopProgram(program);
GL.glUniformMatrix4x2fv(location, count, transpose, value);
}
void APIENTRY _glProgramUniformMatrix3x4fv(GLuint program, GLint location, GLsizei count,
GLboolean transpose, const GLfloat *value)
{
PushPopProgram(program);
GL.glUniformMatrix3x4fv(location, count, transpose, value);
}
void APIENTRY _glProgramUniformMatrix4x3fv(GLuint program, GLint location, GLsizei count,
GLboolean transpose, const GLfloat *value)
{
PushPopProgram(program);
GL.glUniformMatrix4x3fv(location, count, transpose, value);
}
void APIENTRY _glProgramUniformMatrix2x3dv(GLuint program, GLint location, GLsizei count,
GLboolean transpose, const GLdouble *value)
{
PushPopProgram(program);
GL.glUniformMatrix2x3dv(location, count, transpose, value);
}
void APIENTRY _glProgramUniformMatrix3x2dv(GLuint program, GLint location, GLsizei count,
GLboolean transpose, const GLdouble *value)
{
PushPopProgram(program);
GL.glUniformMatrix4x2dv(location, count, transpose, value);
}
void APIENTRY _glProgramUniformMatrix2x4dv(GLuint program, GLint location, GLsizei count,
GLboolean transpose, const GLdouble *value)
{
PushPopProgram(program);
GL.glUniformMatrix2x4dv(location, count, transpose, value);
}
void APIENTRY _glProgramUniformMatrix4x2dv(GLuint program, GLint location, GLsizei count,
GLboolean transpose, const GLdouble *value)
{
PushPopProgram(program);
GL.glUniformMatrix4x2dv(location, count, transpose, value);
}
void APIENTRY _glProgramUniformMatrix3x4dv(GLuint program, GLint location, GLsizei count,
GLboolean transpose, const GLdouble *value)
{
PushPopProgram(program);
GL.glUniformMatrix3x4dv(location, count, transpose, value);
}
void APIENTRY _glProgramUniformMatrix4x3dv(GLuint program, GLint location, GLsizei count,
GLboolean transpose, const GLdouble *value)
{
PushPopProgram(program);
GL.glUniformMatrix4x3dv(location, count, transpose, value);
}
void APIENTRY _glUseProgramStages(GLuint pipeline, GLbitfield stages, GLuint program)
{
RDCERR(
"Emulation of ARB_separate_shader_objects can't actually create pipelines. "
"Capture cannot be opened.");
}
void APIENTRY _glActiveShaderProgram(GLuint pipeline, GLuint program)
{
RDCERR(
"Emulation of ARB_separate_shader_objects can't actually create pipelines. "
"Capture cannot be opened.");
}
GLuint APIENTRY _glCreateShaderProgramv(GLenum type, GLsizei count, const GLchar *const *strings)
{
RDCERR(
"Emulation of ARB_separate_shader_objects can't actually create pipelines. "
"Capture cannot be opened.");
return 0;
}
void APIENTRY _glBindProgramPipeline(GLuint pipeline)
{
// we can ignore binds of 0
if(pipeline == 0)
return;
RDCERR(
"Emulation of ARB_separate_shader_objects can't actually create pipelines. "
"Capture cannot be opened.");
}
void APIENTRY _glDeleteProgramPipelines(GLsizei n, const GLuint *pipelines)
{
RDCERR(
"Emulation of ARB_separate_shader_objects can't actually create pipelines. "
"Capture cannot be opened.");
}
void APIENTRY _glGenProgramPipelines(GLsizei n, GLuint *pipelines)
{
RDCERR(
"Emulation of ARB_separate_shader_objects can't actually create pipelines. "
"Capture cannot be opened.");
}
GLboolean APIENTRY _glIsProgramPipeline(GLuint pipeline)
{
RDCERR(
"Emulation of ARB_separate_shader_objects can't actually create pipelines. "
"Capture cannot be opened.");
return GL_FALSE;
}
void APIENTRY _glGetProgramPipelineiv(GLuint pipeline, GLenum pname, GLint *params)
{
RDCERR(
"Emulation of ARB_separate_shader_objects can't actually create pipelines. "
"Capture cannot be opened.");
}
void APIENTRY _glValidateProgramPipeline(GLuint pipeline)
{
RDCERR(
"Emulation of ARB_separate_shader_objects can't actually create pipelines. "
"Capture cannot be opened.");
}
void APIENTRY _glGetProgramPipelineInfoLog(GLuint pipeline, GLsizei bufSize, GLsizei *length,
GLchar *infoLog)
{
RDCERR(
"Emulation of ARB_separate_shader_objects can't actually create pipelines. "
"Capture cannot be opened.");
}
#pragma endregion
#pragma region ARB_program_interface_query
static ReflectionInterface ConvertInterface(GLenum programInterface)
{
ReflectionInterface ret = ReflectionInterface::Uniform;
switch(programInterface)
{
case eGL_UNIFORM: ret = ReflectionInterface::Uniform; break;
case eGL_UNIFORM_BLOCK: ret = ReflectionInterface::UniformBlock; break;
case eGL_PROGRAM_INPUT: ret = ReflectionInterface::Input; break;
case eGL_PROGRAM_OUTPUT: ret = ReflectionInterface::Output; break;
case eGL_SHADER_STORAGE_BLOCK: ret = ReflectionInterface::ShaderStorageBlock; break;
case eGL_ATOMIC_COUNTER_BUFFER: ret = ReflectionInterface::AtomicCounterBuffer; break;
case eGL_BUFFER_VARIABLE: ret = ReflectionInterface::BufferVariable; break;
default:
RDCERR("Unexpected/unsupported program interface being queried: %s",
ToStr(programInterface).c_str());
break;
}
return ret;
}
static ReflectionProperty ConvertProperty(GLenum prop)
{
ReflectionProperty ret = ReflectionProperty::ActiveResources;
switch(prop)
{
// internal query used for testing
case eGL_UNIFORM:
case eGL_UNIFORM_BLOCK_BINDING: ret = ReflectionProperty::Internal_Binding; break;
case eGL_ACTIVE_RESOURCES: ret = ReflectionProperty::ActiveResources; break;
case eGL_BUFFER_BINDING: ret = ReflectionProperty::BufferBinding; break;
case eGL_TOP_LEVEL_ARRAY_STRIDE: ret = ReflectionProperty::TopLevelArrayStride; break;
case eGL_BLOCK_INDEX: ret = ReflectionProperty::BlockIndex; break;
case eGL_ARRAY_SIZE: ret = ReflectionProperty::ArraySize; break;
case eGL_IS_ROW_MAJOR: ret = ReflectionProperty::IsRowMajor; break;
case eGL_NUM_ACTIVE_VARIABLES: ret = ReflectionProperty::NumActiveVariables; break;
case eGL_BUFFER_DATA_SIZE: ret = ReflectionProperty::BufferDataSize; break;
case eGL_NAME_LENGTH: ret = ReflectionProperty::NameLength; break;
case eGL_TYPE: ret = ReflectionProperty::Type; break;
case eGL_LOCATION_COMPONENT: ret = ReflectionProperty::LocationComponent; break;
case eGL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_VERTEX_SHADER:
case eGL_REFERENCED_BY_VERTEX_SHADER: ret = ReflectionProperty::ReferencedByVertexShader; break;
case eGL_REFERENCED_BY_TESS_CONTROL_SHADER:
ret = ReflectionProperty::ReferencedByTessControlShader;
break;
case eGL_REFERENCED_BY_TESS_EVALUATION_SHADER:
ret = ReflectionProperty::ReferencedByTessEvaluationShader;
break;
case eGL_REFERENCED_BY_GEOMETRY_SHADER:
ret = ReflectionProperty::ReferencedByGeometryShader;
break;
case eGL_REFERENCED_BY_FRAGMENT_SHADER:
ret = ReflectionProperty::ReferencedByFragmentShader;
break;
case eGL_REFERENCED_BY_COMPUTE_SHADER:
ret = ReflectionProperty::ReferencedByComputeShader;
break;
case eGL_ATOMIC_COUNTER_BUFFER_INDEX: ret = ReflectionProperty::AtomicCounterBufferIndex; break;
case eGL_OFFSET: ret = ReflectionProperty::Offset; break;
case eGL_ARRAY_STRIDE: ret = ReflectionProperty::ArrayStride; break;
case eGL_MATRIX_STRIDE: ret = ReflectionProperty::MatrixStride; break;
case eGL_LOCATION: ret = ReflectionProperty::Location; break;
default: RDCERR("Unexpected program property being queried: %s", ToStr(prop).c_str()); break;
}
return ret;
}
static glslang::TProgram *GetGlslangProgram(GLuint program, bool *hasRealProgram = NULL)
{
if(driver == NULL)
{
RDCERR("No driver available, can't emulate ARB_program_interface_query");
return NULL;
}
ResourceId id = driver->GetResourceManager()->GetResID(ProgramRes(driver->GetCtx(), program));
if(!driver->m_Programs[id].glslangProgram)
{
RDCERR("Don't have glslang program for reflecting program %u = %s", program, ToStr(id).c_str());
}
if(hasRealProgram)
*hasRealProgram = !driver->m_Programs[id].shaders.empty();
return driver->m_Programs[id].glslangProgram;
}
void APIENTRY _glGetProgramInterfaceiv(GLuint program, GLenum programInterface, GLenum pname,
GLint *params)
{
glslang::TProgram *glslangProgram = GetGlslangProgram(program);
if(!glslangProgram)
{
*params = 0;
return;
}
glslangGetProgramInterfaceiv(glslangProgram, ConvertInterface(programInterface),
ConvertProperty(pname), params);
}
void APIENTRY _glGetProgramResourceiv(GLuint program, GLenum programInterface, GLuint index,
GLsizei propCount, const GLenum *props, GLsizei bufSize,
GLsizei *length, GLint *params)
{
bool hasRealProgram = true;
glslang::TProgram *glslangProgram = GetGlslangProgram(program, &hasRealProgram);
if(!glslangProgram)
{
if(length)
*length = 0;
if(params)
memset(params, 0, sizeof(GLint) * bufSize);
return;
}
rdcarray<ReflectionProperty> properties(propCount);
for(GLsizei i = 0; i < propCount; i++)
properties[i] = ConvertProperty(props[i]);
glslangGetProgramResourceiv(glslangProgram, ConvertInterface(programInterface), index, properties,
bufSize, length, params);
// fetch locations by hand from the driver
for(GLsizei i = 0; i < propCount; i++)
{
if(props[i] == eGL_LOCATION)
{
if(programInterface == eGL_UNIFORM && params[i] >= 0)
{
const char *name =
glslangGetProgramResourceName(glslangProgram, ConvertInterface(programInterface), index);
if(GL.glGetUniformLocation && hasRealProgram)
params[i] = GL.glGetUniformLocation(program, name);
}
else if(programInterface == eGL_PROGRAM_INPUT && params[i] < 0)
{
const char *name =
glslangGetProgramResourceName(glslangProgram, ConvertInterface(programInterface), index);
if(GL.glGetAttribLocation && hasRealProgram)
params[i] = GL.glGetAttribLocation(program, name);
}
else if(programInterface == eGL_PROGRAM_OUTPUT && params[i] < 0)
{
const char *name =
glslangGetProgramResourceName(glslangProgram, ConvertInterface(programInterface), index);
if(GL.glGetFragDataLocation && hasRealProgram)
params[i] = GL.glGetFragDataLocation(program, name);
}
}
else if(props[i] == eGL_BUFFER_BINDING)
{
if(programInterface == eGL_UNIFORM_BLOCK)
{
const char *name =
glslangGetProgramResourceName(glslangProgram, ConvertInterface(programInterface), index);
if(GL.glGetUniformBlockIndex && hasRealProgram)
{
GLuint blockIndex = GL.glGetUniformBlockIndex(program, name);
if(blockIndex != GL_INVALID_INDEX && GL.glGetActiveUniformBlockiv)
{
GL.glGetActiveUniformBlockiv(program, blockIndex, eGL_UNIFORM_BLOCK_BINDING, &params[i]);
}
}
}
}
}
}
GLuint APIENTRY _glGetProgramResourceIndex(GLuint program, GLenum programInterface, const GLchar *name)
{
glslang::TProgram *glslangProgram = GetGlslangProgram(program);
if(!glslangProgram)
{
return 0;
}
return glslangGetProgramResourceIndex(glslangProgram, ConvertInterface(programInterface), name);
}
void APIENTRY _glGetProgramResourceName(GLuint program, GLenum programInterface, GLuint index,
GLsizei bufSize, GLsizei *length, GLchar *name)
{
glslang::TProgram *glslangProgram = GetGlslangProgram(program);
if(!glslangProgram)
{
if(length)
*length = 0;
if(name && bufSize)
memset(name, 0, bufSize);
return;
}
const char *fetchedName =
glslangGetProgramResourceName(glslangProgram, ConvertInterface(programInterface), index);
if(fetchedName)
{
size_t nameLen = strlen(fetchedName);
if(length)
*length = (int32_t)nameLen;
memcpy(name, fetchedName, RDCMIN((size_t)bufSize, nameLen));
name[bufSize - 1] = 0;
if(nameLen < (size_t)bufSize)
name[nameLen] = 0;
}
else
{
if(length)
*length = 0;
if(name && bufSize)
memset(name, 0, bufSize);
}
}
#pragma endregion
#pragma region GLES Compatibility
void APIENTRY _glGetTexLevelParameteriv(GLenum target, GLint level, GLenum pname, GLint *params)
{
if(driver == NULL)
{
RDCERR("No driver available, can't emulate glGetTexLevelParameteriv");
return;
}
GLint boundTexture = 0;
GL.glGetIntegerv(TextureBinding(target), (GLint *)&boundTexture);
ResourceId id = driver->GetResourceManager()->GetResID(TextureRes(driver->GetCtx(), boundTexture));
WrappedOpenGL::TextureData &details = driver->m_Textures[id];
bool hasmip = (details.mipsValid & (1 << level)) != 0;
if(details.mipsValid == 0)
RDCWARN("No mips valid! Uninitialised texture?");
switch(pname)
{
case eGL_TEXTURE_WIDTH: *params = hasmip ? RDCMAX(1, details.width >> level) : 0; return;
case eGL_TEXTURE_HEIGHT: *params = hasmip ? RDCMAX(1, details.height >> level) : 0; return;
case eGL_TEXTURE_DEPTH: *params = hasmip ? RDCMAX(1, details.depth >> level) : 0; return;
case eGL_TEXTURE_INTERNAL_FORMAT: *params = details.internalFormat; return;
default:
// since this is internal emulation, we only handle the parameters we expect to need
break;
}
RDCERR("Unhandled parameter %s", ToStr(pname).c_str());
}
void APIENTRY _glGetTexLevelParameterfv(GLenum target, GLint level, GLenum pname, GLfloat *params)
{
// just call and upcast
GLint param = 0;
_glGetTexLevelParameteriv(target, level, pname, &param);
*params = (GLfloat)param;
}
void APIENTRY _glGetTexImage(GLenum target, GLint level, const GLenum format, const GLenum type,
void *pixels)
{
switch(target)
{
case eGL_TEXTURE_1D:
case eGL_TEXTURE_1D_ARRAY:
RDCWARN("1d and 1d array textures are not supported by GLES");
return;
case eGL_TEXTURE_BUFFER:
// TODO implement this
GLNOTIMP("Reading pixels from texture buffer");
return;
default: break;
}
GLuint fbo = 0;
GL.glGenFramebuffers(1, &fbo);
PushPopFramebuffer(eGL_FRAMEBUFFER, fbo);
GLint width = 0, height = 0, depth = 0;
GL.glGetTexLevelParameteriv(target, level, eGL_TEXTURE_WIDTH, &width);
GL.glGetTexLevelParameteriv(target, level, eGL_TEXTURE_HEIGHT, &height);
GL.glGetTexLevelParameteriv(target, level, eGL_TEXTURE_DEPTH, &depth);
GLenum origInternalFormat = eGL_NONE;
GL.glGetTexLevelParameteriv(target, level, eGL_TEXTURE_INTERNAL_FORMAT,
(GLint *)&origInternalFormat);
GLint boundTexture = 0;
GL.glGetIntegerv(TextureBinding(target), (GLint *)&boundTexture);
GLuint readtex = boundTexture;
GLuint deltex = 0;
GLenum attachment = eGL_COLOR_ATTACHMENT0;
if(format == eGL_DEPTH_COMPONENT)
attachment = eGL_DEPTH_ATTACHMENT;
else if(format == eGL_STENCIL)
attachment = eGL_STENCIL_ATTACHMENT;
else if(format == eGL_DEPTH_STENCIL)
attachment = eGL_DEPTH_STENCIL_ATTACHMENT;
bool readDirectly = true;
bool depthFormat = false;
// we know luminance/alpha formats can't be read directly, so assume failure for them
if(format == eGL_LUMINANCE_ALPHA || format == eGL_LUMINANCE || format == eGL_ALPHA)
{
readDirectly = false;
}
// similarly for RGB8, pessimistically assume it can't be read from a framebuffer as not all
// drivers support it.
if(format == eGL_RGB && type == eGL_UNSIGNED_BYTE)
{
readDirectly = false;
}
if((format == eGL_DEPTH_COMPONENT && !HasExt[NV_read_depth]) ||
(format == eGL_STENCIL && !HasExt[NV_read_stencil]) ||
(format == eGL_DEPTH_STENCIL && !HasExt[NV_read_depth_stencil]))
{
readDirectly = false;
}
if(format == eGL_DEPTH_COMPONENT || format == eGL_STENCIL || format == eGL_DEPTH_STENCIL)
{
depthFormat = true;
}
// if we can't attach the texture to a framebuffer, we can't readpixels it directly
if(readDirectly)
{
switch(target)
{
case eGL_TEXTURE_3D:
case eGL_TEXTURE_2D_ARRAY:
case eGL_TEXTURE_CUBE_MAP_ARRAY:
case eGL_TEXTURE_2D_MULTISAMPLE_ARRAY:
GL.glFramebufferTextureLayer(eGL_FRAMEBUFFER, attachment, readtex, level, 0);
break;
case eGL_TEXTURE_CUBE_MAP:
case eGL_TEXTURE_CUBE_MAP_POSITIVE_X:
case eGL_TEXTURE_CUBE_MAP_NEGATIVE_X:
case eGL_TEXTURE_CUBE_MAP_POSITIVE_Y:
case eGL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
case eGL_TEXTURE_CUBE_MAP_POSITIVE_Z:
case eGL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
case eGL_TEXTURE_2D:
case eGL_TEXTURE_2D_MULTISAMPLE:
default:
GL.glFramebufferTexture2D(eGL_FRAMEBUFFER, attachment, target, readtex, level);
break;
}
GLenum status = GL.glCheckFramebufferStatus(eGL_FRAMEBUFFER);
readDirectly = (status == eGL_FRAMEBUFFER_COMPLETE);
}
GLenum readFormat = format;
GLenum readType = type;
ResourceFormat origFmt = MakeResourceFormat(target, origInternalFormat);
bool disableSRGBCorrect = false;
// do a blit to the nearest compatible expanded format if we can't read directly
if(!readDirectly)
{
ResourceFormat remappedFmt = origFmt;
// special case luminance/alpha
if(readFormat == eGL_ALPHA || readFormat == eGL_LUMINANCE ||
origFmt.type == ResourceFormatType::A8)
{
RDCASSERTEQUAL(origFmt.compType, CompType::UNorm);
RDCASSERTEQUAL(origFmt.compCount, 1);
RDCASSERTEQUAL(origFmt.compByteWidth, 1);
remappedFmt.compType = CompType::UNorm;
remappedFmt.compCount = 1;
remappedFmt.type = ResourceFormatType::Regular;
remappedFmt.compByteWidth = 1;
// we can read directly after the remap, because it's still a 1 component unorm texture it's
// just now in the right format
readDirectly = true;
}
else if(readFormat == eGL_LUMINANCE_ALPHA)
{
RDCASSERTEQUAL(origFmt.compType, CompType::UNorm);
RDCASSERTEQUAL(origFmt.compCount, 2);
RDCASSERTEQUAL(origFmt.compByteWidth, 1);
remappedFmt.compType = CompType::UNorm;
remappedFmt.compCount = 2;
remappedFmt.type = ResourceFormatType::Regular;
remappedFmt.compByteWidth = 1;
readDirectly = true;
}
else
{
if(depthFormat)
{
// all depth formats we read back as RGBA float
remappedFmt.compType = CompType::Float;
remappedFmt.compCount = 4;
remappedFmt.type = ResourceFormatType::Regular;
// try full floats
remappedFmt.compByteWidth = 4;
// unless it's not supported
if(!HasExt[OES_texture_float] && GLCoreVersion < 30)
{
remappedFmt.compByteWidth = 2;
RDCDEBUG("Implementation doesn't support float color targets, reading as half-float");
}
}
// for most regular formats we just try to remap to the 4-component version assuming that if
// the smaller version is supported then the larger version is supported and FBO'able. This
// should hold for RGB formats at least.
else if(origFmt.type == ResourceFormatType::Regular &&
(origFmt.compType == CompType::Float || origFmt.compType == CompType::UNorm ||
origFmt.compType == CompType::UInt || origFmt.compType == CompType::SInt ||
origFmt.compType == CompType::UNormSRGB))
{
remappedFmt.compCount = 4;
remappedFmt.SetBGRAOrder(false);
}
// for SNorm formats remap to RGBA16F as well and hope it's supported. This loses precision on
// RGBA16_SNORM but we accept that.
else if(origFmt.compType == CompType::SNorm)
{
remappedFmt.compType = CompType::Float;
remappedFmt.compCount = 4;
remappedFmt.type = ResourceFormatType::Regular;
remappedFmt.compByteWidth = 2;
}
// if it's a sub-1-byte unorm format, remap to RGBA8
else if(origFmt.type == ResourceFormatType::R4G4 ||
origFmt.type == ResourceFormatType::R4G4B4A4 ||
origFmt.type == ResourceFormatType::R5G5B5A1 ||
origFmt.type == ResourceFormatType::R5G6B5)
{
remappedFmt.compType = CompType::UNorm;
remappedFmt.compCount = 4;
remappedFmt.type = ResourceFormatType::Regular;
remappedFmt.compByteWidth = 1;
remappedFmt.SetBGRAOrder(false);
}
// similar with sub-16F special formats
else if(origFmt.type == ResourceFormatType::R10G10B10A2 && origFmt.compType == CompType::UNorm)
{
remappedFmt.compType = CompType::UNorm;
remappedFmt.compCount = 4;
remappedFmt.type = ResourceFormatType::Regular;
remappedFmt.compByteWidth = 1;
}
else if(origFmt.type == ResourceFormatType::R10G10B10A2 && origFmt.compType == CompType::UInt)
{
remappedFmt.compType = CompType::UInt;
remappedFmt.compCount = 4;
remappedFmt.type = ResourceFormatType::Regular;
remappedFmt.compByteWidth = 1;
}
else if(origFmt.type == ResourceFormatType::R11G11B10 ||
origFmt.type == ResourceFormatType::R9G9B9E5)
{
remappedFmt.compType = CompType::Float;
remappedFmt.compCount = 4;
remappedFmt.type = ResourceFormatType::Regular;
remappedFmt.compByteWidth = 2;
}
}
GLenum internalformat = MakeGLFormat(remappedFmt);
GLenum remapformat = GetBaseFormat(internalformat);
GLenum remaptype = GetDataType(internalformat);
RDCDEBUG("Doing manual blit from %s to %s with format %s and type %s to allow readback",
ToStr(origInternalFormat).c_str(), ToStr(internalformat).c_str(),
ToStr(format).c_str(), ToStr(type).c_str());
GLint baseLevel = 0;
GLint maxLevel = 0;
// sample from only the right level of the source texture
GL.glGetTexParameteriv(target, eGL_TEXTURE_BASE_LEVEL, &baseLevel);
GL.glGetTexParameteriv(target, eGL_TEXTURE_MAX_LEVEL, &maxLevel);
GL.glTexParameteri(target, eGL_TEXTURE_BASE_LEVEL, level);
GL.glTexParameteri(target, eGL_TEXTURE_MAX_LEVEL, level);
GLenum depthMode = eGL_DEPTH_COMPONENT;
if(depthFormat && HasExt[ARB_stencil_texturing])
{
GL.glGetTexParameteriv(target, eGL_DEPTH_STENCIL_TEXTURE_MODE, (GLint *)&depthMode);
GL.glTexParameteri(target, eGL_DEPTH_STENCIL_TEXTURE_MODE, eGL_DEPTH_COMPONENT);
}
// only support 2D textures for now
RDCASSERT(target == eGL_TEXTURE_2D, target);
GL.glGenTextures(1, &readtex);
GL.glBindTexture(target, readtex);
// allocate the texture
GL.glTexParameteri(target, eGL_TEXTURE_MAX_LEVEL, 0);
GL.glTexImage2D(target, 0, internalformat, width, height, 0, remapformat, remaptype, NULL);
// render to it
GL.glFramebufferTexture2D(eGL_FRAMEBUFFER, eGL_COLOR_ATTACHMENT0, target, readtex, 0);
GLenum fbostatus = GL.glCheckFramebufferStatus(eGL_FRAMEBUFFER);
if(fbostatus != eGL_FRAMEBUFFER_COMPLETE)
RDCERR("glReadPixels emulation blit FBO is %s with format %s", ToStr(fbostatus).c_str(),
ToStr(internalformat).c_str());
// push rendering state
GLPushPopState textState;
textState.Push(true);
// render a blit triangle to move alpha in the source to red in the dest
GL.glDisable(eGL_BLEND);
GL.glDisable(eGL_DEPTH_TEST);
GL.glDisable(eGL_STENCIL_TEST);
GL.glDisable(eGL_CULL_FACE);
GL.glDisable(eGL_SCISSOR_TEST);
GL.glViewport(0, 0, width, height);
bool oldFBOsrgb = false;
if(HasExt[EXT_framebuffer_sRGB])
{
oldFBOsrgb = GL.glIsEnabled(eGL_FRAMEBUFFER_SRGB) == GL_TRUE;
GL.glEnable(eGL_FRAMEBUFFER_SRGB);
}
else if(origFmt.compType == CompType::UNormSRGB)
{
disableSRGBCorrect = true;
}
GL.glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
GL.glActiveTexture(eGL_TEXTURE0);
GL.glBindTexture(eGL_TEXTURE_2D, boundTexture);
GLuint prog;
{
const char *vs =
"attribute vec2 pos;\n"
"void main() { gl_Position = vec4(pos, 0.5, 0.5); }";
char fs_src[] =
"precision highp float;\n"
"uniform vec2 res;\n"
"uniform sampler2D srcTex;\n"
"void main() { gl_FragColor = texture2D(srcTex, vec2(gl_FragCoord.xy)/res).????; }";
char *swizzle = strchr(fs_src, '?');
if(format == eGL_ALPHA)
{
swizzle[0] = 'a';
swizzle[1] = 'a';
swizzle[2] = 'a';
swizzle[3] = 'a';
}
else if(format == eGL_LUMINANCE || depthFormat)
{
swizzle[0] = 'r';
swizzle[1] = 'r';
swizzle[2] = 'r';
swizzle[3] = 'r';
}
else if(format == eGL_LUMINANCE_ALPHA)
{
swizzle[0] = 'r';
swizzle[1] = 'a';
swizzle[2] = 'a';
swizzle[3] = 'a';
}
else
{
swizzle[0] = 'r';
swizzle[1] = 'g';
swizzle[2] = 'b';
swizzle[3] = 'a';
}
const char *fs = fs_src;
GLuint vert = GL.glCreateShader(eGL_VERTEX_SHADER);
GLuint frag = GL.glCreateShader(eGL_FRAGMENT_SHADER);
GL.glShaderSource(vert, 1, &vs, NULL);
GL.glShaderSource(frag, 1, &fs, NULL);
GL.glCompileShader(vert);
GL.glCompileShader(frag);
char buffer[1024] = {0};
GLint status = 0;
GL.glGetShaderiv(vert, eGL_COMPILE_STATUS, &status);
if(status == 0)
{
GL.glGetShaderInfoLog(vert, 1024, NULL, buffer);
RDCERR("Shader error: %s", buffer);
}
GL.glGetShaderiv(frag, eGL_COMPILE_STATUS, &status);
if(status == 0)
{
GL.glGetShaderInfoLog(frag, 1024, NULL, buffer);
RDCERR("Shader error: %s", buffer);
}
prog = GL.glCreateProgram();
GL.glAttachShader(prog, vert);
GL.glAttachShader(prog, frag);
GL.glLinkProgram(prog);
GL.glGetProgramiv(prog, eGL_LINK_STATUS, &status);
if(status == 0)
{
GL.glGetProgramInfoLog(prog, 1024, NULL, buffer);
RDCERR("Link error: %s", buffer);
}
GL.glDeleteShader(vert);
GL.glDeleteShader(frag);
}
// fullscreen triangle
float verts[] = {
-1.0f, -1.0f, // vertex 0
3.0f, -1.0f, // vertex 1
-1.0f, 3.0f, // vertex 2
};
GLuint vb = 0;
GL.glGenBuffers(1, &vb);
GL.glBindBuffer(eGL_ARRAY_BUFFER, vb);
GL.glBufferData(eGL_ARRAY_BUFFER, sizeof(verts), verts, eGL_STATIC_DRAW);
GLuint vao;
GL.glGenVertexArrays(1, &vao);
GL.glBindVertexArray(vao);
GLint loc = GL.glGetAttribLocation(prog, "pos");
GL.glVertexAttribPointer((GLuint)loc, 2, eGL_FLOAT, GL_FALSE, sizeof(float) * 2, 0);
GL.glEnableVertexAttribArray((GLuint)loc);
GL.glUseProgram(prog);
loc = GL.glGetUniformLocation(prog, "srcTex");
GL.glUniform1i(loc, 0);
loc = GL.glGetUniformLocation(prog, "res");
GL.glUniform2f(loc, float(width), float(height));
GL.glDrawArrays(eGL_TRIANGLES, 0, 3);
// if we support reading stencil, read the stencil into green
if(remapformat == eGL_DEPTH_STENCIL && HasExt[ARB_stencil_texturing])
{
GL.glTexParameteri(target, eGL_DEPTH_STENCIL_TEXTURE_MODE, eGL_STENCIL_INDEX);
GL.glColorMask(GL_FALSE, GL_TRUE, GL_FALSE, GL_FALSE);
GL.glDrawArrays(eGL_TRIANGLES, 0, 3);
}
GL.glDeleteVertexArrays(1, &vao);
GL.glDeleteBuffers(1, &vb);
GL.glDeleteProgram(prog);
if(HasExt[EXT_framebuffer_sRGB] && !oldFBOsrgb)
GL.glDisable(eGL_FRAMEBUFFER_SRGB);
// pop rendering state
textState.Pop(true);
// delete this texture once we're done, at the end of the function
deltex = readtex;
// restore base/max level as we changed them to sample from the right level above
GL.glBindTexture(target, boundTexture);
GL.glTexParameteri(target, eGL_TEXTURE_BASE_LEVEL, baseLevel);
GL.glTexParameteri(target, eGL_TEXTURE_MAX_LEVEL, maxLevel);
if(depthFormat && HasExt[ARB_stencil_texturing])
{
GL.glTexParameteri(target, eGL_DEPTH_STENCIL_TEXTURE_MODE, depthMode);
}
// read from the blitted texture from level 0, as red
GL.glBindTexture(target, readtex);
level = 0;
readFormat = remapformat;
readType = remaptype;
attachment = eGL_COLOR_ATTACHMENT0;
RDCDEBUG("Done blit");
}
size_t dstSliceSize = GetByteSize(width, height, 1, format, type);
bool swizzleBGRA = false;
// if we can't read BGRA natively, read as RGBA and swizzle manually
if(!HasExt[EXT_read_format_bgra] && readFormat == eGL_BGRA)
{
readFormat = eGL_RGBA;
swizzleBGRA = true;
}
if(!readDirectly && readFormat == eGL_RGBA && readType == eGL_UNSIGNED_SHORT_4_4_4_4)
{
readType = eGL_UNSIGNED_BYTE;
swizzleBGRA = true;
}
for(GLint d = 0; d < depth; ++d)
{
switch(target)
{
case eGL_TEXTURE_3D:
case eGL_TEXTURE_2D_ARRAY:
case eGL_TEXTURE_CUBE_MAP_ARRAY:
case eGL_TEXTURE_2D_MULTISAMPLE_ARRAY:
GL.glFramebufferTextureLayer(eGL_FRAMEBUFFER, attachment, readtex, level, d);
break;
case eGL_TEXTURE_CUBE_MAP:
case eGL_TEXTURE_CUBE_MAP_POSITIVE_X:
case eGL_TEXTURE_CUBE_MAP_NEGATIVE_X:
case eGL_TEXTURE_CUBE_MAP_POSITIVE_Y:
case eGL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
case eGL_TEXTURE_CUBE_MAP_POSITIVE_Z:
case eGL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
case eGL_TEXTURE_2D:
case eGL_TEXTURE_2D_MULTISAMPLE:
default:
GL.glFramebufferTexture2D(eGL_FRAMEBUFFER, attachment, target, readtex, level);
break;
}
GLenum status = GL.glCheckFramebufferStatus(eGL_FRAMEBUFFER);
if(status != eGL_FRAMEBUFFER_COMPLETE)
RDCERR("glReadPixels emulation FBO is %s", ToStr(status).c_str());
byte *dst = (byte *)pixels + d * dstSliceSize;
// pick the read format/type
if((readFormat == eGL_RGBA && readType == eGL_UNSIGNED_BYTE) ||
(readFormat == eGL_RGBA_INTEGER && readType == eGL_UNSIGNED_INT) ||
(readFormat == eGL_RGBA_INTEGER && readType == eGL_INT) ||
(readFormat == eGL_RGBA && readType == eGL_UNSIGNED_INT_2_10_10_10_REV))
{
// if we were already planning to use one of the spec-guaranteed supported combinations,
// great! use that
}
else
{
// see what format and type the implementation supports
GLenum implFormat = eGL_NONE, implType = eGL_NONE;
GL.glGetIntegerv(eGL_IMPLEMENTATION_COLOR_READ_FORMAT, (GLint *)&implFormat);
GL.glGetIntegerv(eGL_IMPLEMENTATION_COLOR_READ_TYPE, (GLint *)&implType);
// GL_HALF_FLOAT and GL_HALF_FLOAT_OES have different enum values but are the same otherwise.
// we always use the normal enum ourselves, but if the driver wants the _OES version then just
// use that so we match and can do a direct readback.
if(implType == eGL_HALF_FLOAT_OES && readType == eGL_HALF_FLOAT)
readType = eGL_HALF_FLOAT_OES;
if(!depthFormat && implFormat == readFormat && implType == readType)
{
// great, the implementation supports the format and type we want
}
else
{
// need to remap now from what we read to what we need to write.
readDirectly = false;
// if all that's different is the number of components, read as one of the
// guaranteed-supported format/type pairs
if((readFormat == eGL_RGBA || readFormat == eGL_RGB || readFormat == eGL_RG ||
readFormat == eGL_RED) &&
(readType == eGL_UNSIGNED_BYTE || readType == eGL_UNSIGNED_SHORT_4_4_4_4))
{
readFormat = eGL_RGBA;
readType = eGL_UNSIGNED_BYTE;
}
else if((readFormat == eGL_RGBA_INTEGER || readFormat == eGL_RGB_INTEGER ||
readFormat == eGL_RG_INTEGER || readFormat == eGL_RED_INTEGER) &&
(readType == eGL_UNSIGNED_BYTE || readType == eGL_UNSIGNED_SHORT ||
readType == eGL_UNSIGNED_INT))
{
readFormat = eGL_RGBA_INTEGER;
readType = eGL_UNSIGNED_INT;
}
else if((readFormat == eGL_RGBA_INTEGER || readFormat == eGL_RGB_INTEGER ||
readFormat == eGL_RG_INTEGER || readFormat == eGL_RED_INTEGER) &&
(readType == eGL_BYTE || readType == eGL_SHORT || readType == eGL_INT))
{
readFormat = eGL_RGBA_INTEGER;
readType = eGL_INT;
}
else
{
// TODO maybe fallback to one of the guaranteed ones? or find a way to negotiate a better
// one?
RDCWARN(
"Implementation reported format %s / type %s readback format for %s. Trying with "
"desired format %s / type %s pair anyway.",
ToStr(implFormat).c_str(), ToStr(implType).c_str(), ToStr(origInternalFormat).c_str(),
ToStr(readFormat).c_str(), ToStr(readType).c_str());
}
}
}
PixelUnpackState unpack;
PixelPackState pack;
unpack.Fetch(false);
pack.Fetch(false);
ResetPixelPackState(false, 1);
ResetPixelUnpackState(false, 1);
if(readDirectly)
{
// fast path, we're reading directly in the exact format
memset(dst, 0, dstSliceSize);
GL.glReadPixels(0, 0, width, height, readFormat, readType, (void *)dst);
}
else
{
RDCDEBUG("Readback with remapping for texture format %s", ToStr(origInternalFormat).c_str());
// unfortunately the readback is not in the right format directly, we'll need to read back
// whatever we got and then convert to the output format.
size_t sliceSize = GetByteSize(width, height, 1, readFormat, readType);
byte *readback = new byte[sliceSize];
GL.glReadPixels(0, 0, width, height, readFormat, readType, readback);
uint32_t readCompCount = 1;
if(readFormat == eGL_RGBA || readFormat == eGL_RGBA_INTEGER)
readCompCount = 4;
else if(readFormat == eGL_RGB || readFormat == eGL_RGB_INTEGER)
readCompCount = 3;
else if(readFormat == eGL_RG || readFormat == eGL_RG_INTEGER)
readCompCount = 2;
else if(readFormat == eGL_RED || readFormat == eGL_RED_INTEGER)
readCompCount = 1;
else if(readFormat == eGL_DEPTH_COMPONENT || readFormat == eGL_STENCIL_INDEX)
readCompCount = 1;
else if(readFormat == eGL_DEPTH_STENCIL)
readCompCount = 2;
else
RDCERR("Unexpected implementation format %s, assuming one component",
ToStr(readFormat).c_str());
// how big is a component (1/2/4 bytes)
size_t readCompSize = GetByteSize(1, 1, 1, eGL_RED, readType);
if(depthFormat)
readCompSize = 4;
// if the type didn't change from what the caller expects, we only changed the number of
// components. This is easy to remap
if(type == readType && !disableSRGBCorrect && !depthFormat &&
(origFmt.type == ResourceFormatType::Regular || origFmt.type == ResourceFormatType::A8))
{
RDCDEBUG("Component number changed only");
uint32_t dstCompCount = origFmt.compCount;
byte *srcPixel = readback;
byte *dstPixel = dst;
// for each pixel
for(GLint i = 0; i < width * height; i++)
{
// copy RGB
memcpy(dstPixel, srcPixel, readCompSize * dstCompCount);
// advance dst by RGB
dstPixel += readCompSize * dstCompCount;
// advance src by RGBA
srcPixel += readCompSize * readCompCount;
}
}
else
{
RDCDEBUG("Component format changed");
ResourceFormat readFmt;
readFmt.type = ResourceFormatType::Regular;
readFmt.compCount = readCompCount & 0xff;
readFmt.compByteWidth = readCompSize & 0xff;
if(IsSIntFormat(GetSizedFormat(readFormat)))
{
switch(readType)
{
case eGL_UNSIGNED_INT:
case eGL_UNSIGNED_SHORT:
case eGL_UNSIGNED_BYTE: readFmt.compType = CompType::UInt; break;
case eGL_INT:
case eGL_SHORT:
case eGL_BYTE: readFmt.compType = CompType::SInt; break;
default:
RDCERR("Unexpected readType %s", ToStr(readType).c_str());
readFmt.compType = CompType::UInt;
break;
}
}
else
{
switch(readType)
{
case eGL_UNSIGNED_INT:
case eGL_UNSIGNED_SHORT:
case eGL_UNSIGNED_BYTE: readFmt.compType = CompType::UNorm; break;
case eGL_INT:
case eGL_SHORT:
case eGL_BYTE: readFmt.compType = CompType::SNorm; break;
case eGL_HALF_FLOAT_OES:
case eGL_HALF_FLOAT:
case eGL_FLOAT:
case eGL_DOUBLE: readFmt.compType = CompType::Float; break;
default:
RDCERR("Unexpected readType %s", ToStr(readType).c_str());
readFmt.compType = CompType::UNorm;
break;
}
// if we couldn't enable FRAMEBUFFER_SRGB to ensure the blit is srgb-preserving, we wrote
// out linear data. So we need to under-correct to at least get values approximately right
// even if we lost some information by missing a correct. Since we can't control whether a
// sRGB texture is read as sRGB.
if(!disableSRGBCorrect && origFmt.compType == CompType::UNormSRGB)
readFmt.compType = CompType::UNormSRGB;
}
byte *srcPixel = readback;
byte *dstPixel = dst;
size_t dstStride = origFmt.ElementSize();
bool d24 = false;
// D24 is not written tightly packed, add extra byte for padding
if(origFmt.type == ResourceFormatType::Regular && origFmt.compCount == 1 &&
origFmt.compByteWidth == 3 && origFmt.compType == CompType::Depth)
{
d24 = true;
dstStride = 4;
RDCDEBUG("Handling D24 only");
}
// go pixel-by-pixel, reading in the readback format and writing in the dest format
for(GLint i = 0; i < width * height; i++)
{
FloatVector vec = DecodeFormattedComponents(readFmt, srcPixel);
EncodeFormattedComponents(origFmt, vec, dstPixel);
// GL expects ABGR order for these formats where our standard encoder writes BGRA, swizzle
// here
if(origFmt.type == ResourceFormatType::R4G4B4A4)
{
uint16_t val = 0;
memcpy(&val, dstPixel, sizeof(val));
val = ((val & 0x0fff) << 4) | ((val & 0xf000) >> 12);
memcpy(dstPixel, &val, sizeof(val));
}
else if(origFmt.type == ResourceFormatType::R5G5B5A1)
{
uint16_t val = 0;
memcpy(&val, dstPixel, sizeof(val));
val = ((val & 0x7fff) << 1) | ((val & 0x8000) >> 12);
memcpy(dstPixel, &val, sizeof(val));
}
if(d24)
{
// normally we'd expect D24 to be in the bottom 3 bytes, since D24S8 puts stencil in the
// top byte. However on upload GL doesn't really support a proper preserving upload (or
// not portably) so we specify UNSIGNED_INT. Shifting like this is what a proper GL
// implementation does on read and gives us the right results.
uint32_t *p = (uint32_t *)dstPixel;
*p = (*p << 8) | (*p >> 16);
}
dstPixel += dstStride;
srcPixel += readCompSize * readCompCount;
}
}
delete[] readback;
}
unpack.Apply(false);
pack.Apply(false);
if(swizzleBGRA)
{
// since we read back the texture with RGBA format, we have to flip the R and B components
byte *b = dst;
for(GLint i = 0, n = width * height; i < n; ++i, b += 4)
std::swap(b[0], b[2]);
}
}
if(deltex)
{
GL.glDeleteTextures(1, &deltex);
GL.glBindTexture(target, boundTexture);
}
GL.glDeleteFramebuffers(1, &fbo);
}
void APIENTRY _glDrawElementsBaseVertex(GLenum mode, GLsizei count, GLenum type,
const void *indices, GLint basevertex)
{
if(basevertex == 0)
GL.glDrawElements(mode, count, type, indices);
else
RDCERR("glDrawElementsBaseVertex is not supported! No draw will be called!");
}
void APIENTRY _glDrawElementsInstancedBaseVertex(GLenum mode, GLsizei count, GLenum type,
const void *indices, GLsizei instancecount,
GLint basevertex)
{
if(basevertex == 0)
GL.glDrawElementsInstanced(mode, count, type, indices, instancecount);
else
RDCERR("glDrawElementsInstancedBaseVertex is not supported! No draw will be called!");
}
void APIENTRY _glDrawRangeElementsBaseVertex(GLenum mode, GLuint start, GLuint end, GLsizei count,
GLenum type, const void *indices, GLint basevertex)
{
if(basevertex == 0)
GL.glDrawRangeElements(mode, start, end, count, type, indices);
else
RDCERR("glDrawRangeElementsBaseVertex is not supported! No draw will be called!");
}
#pragma endregion
}; // namespace glEmulate
void GLDispatchTable::EmulateUnsupportedFunctions()
{
#define EMULATE_UNSUPPORTED(func) \
if(!this->func) \
{ \
RDCLOG("Emulating " #func); \
this->func = &CONCAT(glEmulate::_, func); \
}
EMULATE_UNSUPPORTED(glTransformFeedbackBufferBase)
EMULATE_UNSUPPORTED(glTransformFeedbackBufferRange)
EMULATE_UNSUPPORTED(glClearNamedFramebufferiv)
EMULATE_UNSUPPORTED(glClearNamedFramebufferuiv)
EMULATE_UNSUPPORTED(glClearNamedFramebufferfv)
EMULATE_UNSUPPORTED(glClearNamedFramebufferfi)
EMULATE_UNSUPPORTED(glBlitNamedFramebuffer)
EMULATE_UNSUPPORTED(glVertexArrayElementBuffer);
EMULATE_UNSUPPORTED(glVertexArrayVertexBuffers)
// internally glClearDepthf is used instead of glClearDepth (because OpenGL ES does support the
// non-f version), however glClearDepthf is not available before OpenGL 4.1
EMULATE_UNSUPPORTED(glClearDepthf)
// workaround for nvidia bug, which complains that GL_DEPTH_STENCIL is an invalid draw buffer.
// also some issues with 32-bit implementation of this entry point.
//
// NOTE: Vendor Checks aren't initialised by this point, so we have to do this unconditionally
// We include it just for searching: VendorCheck[VendorCheck_NV_ClearNamedFramebufferfiBugs]
//
// Update 2018-Jan - this might be the problem with the registry having the wrong signature for
// glClearNamedFramebufferfi - if the arguments were mismatched it would explain both invalid
// argument errors and ABI problems. For now though (and since as mentioned above it's cheap to
// emulate) we leave it on. See issue #842
this->glClearNamedFramebufferfi = &glEmulate::_glClearNamedFramebufferfi;
// workaround for AMD bug or weird behaviour. glVertexArrayElementBuffer doesn't update the
// GL_ELEMENT_ARRAY_BUFFER_BINDING global query, when binding the VAO subsequently *will*.
// I'm not sure if that's correct (weird) behaviour or buggy, but we can work around it just
// by avoiding use of the DSA function and always doing our emulated version.
//
// VendorCheck[VendorCheck_AMD_vertex_array_elem_buffer_query]
this->glVertexArrayElementBuffer = &glEmulate::_glVertexArrayElementBuffer;
}
void GLDispatchTable::EmulateRequiredExtensions()
{
#define EMULATE_FUNC(func) this->func = &CONCAT(glEmulate::_, func);
#define SAVE_REAL_FUNC(func) \
if(!glEmulate::CONCAT(func, _real) && this->func != &CONCAT(glEmulate::_, func)) \
glEmulate::CONCAT(func, _real) = this->func;
// this one is more complex as we need to implement the copy ourselves by creating FBOs and doing
// a blit. Obviously this is going to be slower, but if we're emulating the extension then
// performance is not the top priority.
if(!HasExt[ARB_copy_image])
{
RDCLOG("Emulating ARB_copy_image");
EMULATE_FUNC(glCopyImageSubData);
}
// this we implement as Map + memset + Unmap
if(!HasExt[ARB_clear_buffer_object])
{
RDCLOG("Emulating ARB_clear_buffer_object");
EMULATE_FUNC(glClearBufferData);
EMULATE_FUNC(glClearBufferSubData);
}
// really silly case, we just forward to non-float version
if(!IsGLES && !HasExt[ARB_ES2_compatibility])
{
RDCLOG("Emulating ARB_ES2_compatibility");
EMULATE_FUNC(glClearDepthf);
}
// we manually implement these queries
if(!HasExt[ARB_internalformat_query2])
{
RDCLOG("Emulating ARB_internalformat_query2");
// GLES supports glGetInternalformativ from core 3.0 but it only accepts GL_NUM_SAMPLE_COUNTS
// and GL_SAMPLES params
SAVE_REAL_FUNC(glGetInternalformativ);
EMULATE_FUNC(glGetInternalformativ);
}
if(!HasExt[ARB_separate_shader_objects])
{
RDCLOG("Emulating ARB_separate_shader_objects");
// need to be able to forward any queries other than GL_PROGRAM_SEPARABLE
SAVE_REAL_FUNC(glGetProgramiv);
EMULATE_FUNC(glUseProgramStages);
EMULATE_FUNC(glActiveShaderProgram);
EMULATE_FUNC(glCreateShaderProgramv);
EMULATE_FUNC(glBindProgramPipeline);
EMULATE_FUNC(glDeleteProgramPipelines);
EMULATE_FUNC(glGenProgramPipelines);
EMULATE_FUNC(glIsProgramPipeline);
EMULATE_FUNC(glProgramParameteri);
EMULATE_FUNC(glGetProgramiv);
EMULATE_FUNC(glGetProgramPipelineiv);
EMULATE_FUNC(glProgramUniform1i);
EMULATE_FUNC(glProgramUniform2i);
EMULATE_FUNC(glProgramUniform3i);
EMULATE_FUNC(glProgramUniform4i);
EMULATE_FUNC(glProgramUniform1ui);
EMULATE_FUNC(glProgramUniform2ui);
EMULATE_FUNC(glProgramUniform3ui);
EMULATE_FUNC(glProgramUniform4ui);
EMULATE_FUNC(glProgramUniform1f);
EMULATE_FUNC(glProgramUniform2f);
EMULATE_FUNC(glProgramUniform3f);
EMULATE_FUNC(glProgramUniform4f);
EMULATE_FUNC(glProgramUniform1d);
EMULATE_FUNC(glProgramUniform2d);
EMULATE_FUNC(glProgramUniform3d);
EMULATE_FUNC(glProgramUniform4d);
EMULATE_FUNC(glProgramUniform1iv);
EMULATE_FUNC(glProgramUniform2iv);
EMULATE_FUNC(glProgramUniform3iv);
EMULATE_FUNC(glProgramUniform4iv);
EMULATE_FUNC(glProgramUniform1uiv);
EMULATE_FUNC(glProgramUniform2uiv);
EMULATE_FUNC(glProgramUniform3uiv);
EMULATE_FUNC(glProgramUniform4uiv);
EMULATE_FUNC(glProgramUniform1fv);
EMULATE_FUNC(glProgramUniform2fv);
EMULATE_FUNC(glProgramUniform3fv);
EMULATE_FUNC(glProgramUniform4fv);
EMULATE_FUNC(glProgramUniform1dv);
EMULATE_FUNC(glProgramUniform2dv);
EMULATE_FUNC(glProgramUniform3dv);
EMULATE_FUNC(glProgramUniform4dv);
EMULATE_FUNC(glProgramUniformMatrix2fv);
EMULATE_FUNC(glProgramUniformMatrix3fv);
EMULATE_FUNC(glProgramUniformMatrix4fv);
EMULATE_FUNC(glProgramUniformMatrix2dv);
EMULATE_FUNC(glProgramUniformMatrix3dv);
EMULATE_FUNC(glProgramUniformMatrix4dv);
EMULATE_FUNC(glProgramUniformMatrix2x3fv);
EMULATE_FUNC(glProgramUniformMatrix3x2fv);
EMULATE_FUNC(glProgramUniformMatrix2x4fv);
EMULATE_FUNC(glProgramUniformMatrix4x2fv);
EMULATE_FUNC(glProgramUniformMatrix3x4fv);
EMULATE_FUNC(glProgramUniformMatrix4x3fv);
EMULATE_FUNC(glProgramUniformMatrix2x3dv);
EMULATE_FUNC(glProgramUniformMatrix3x2dv);
EMULATE_FUNC(glProgramUniformMatrix2x4dv);
EMULATE_FUNC(glProgramUniformMatrix4x2dv);
EMULATE_FUNC(glProgramUniformMatrix3x4dv);
EMULATE_FUNC(glProgramUniformMatrix4x3dv);
EMULATE_FUNC(glValidateProgramPipeline);
EMULATE_FUNC(glGetProgramPipelineInfoLog);
}
if(!HasExt[ARB_program_interface_query])
{
RDCLOG("Emulating ARB_program_interface_query");
EMULATE_FUNC(glGetProgramInterfaceiv);
EMULATE_FUNC(glGetProgramResourceIndex);
EMULATE_FUNC(glGetProgramResourceName);
EMULATE_FUNC(glGetProgramResourceiv);
}
// only emulate ARB_vertex_attrib_binding on replay
if(!HasExt[ARB_vertex_attrib_binding] && RenderDoc::Inst().IsReplayApp())
{
RDCLOG("Emulating ARB_vertex_attrib_binding");
glEmulate::_ResetVertexAttribBinding();
EMULATE_FUNC(glBindVertexBuffer);
EMULATE_FUNC(glVertexAttribFormat);
EMULATE_FUNC(glVertexAttribIFormat);
EMULATE_FUNC(glVertexAttribLFormat);
EMULATE_FUNC(glVertexAttribBinding);
EMULATE_FUNC(glVertexBindingDivisor);
// we also intercept the old-style functions to ensure everything stays consistent.
SAVE_REAL_FUNC(glVertexAttribPointer);
SAVE_REAL_FUNC(glVertexAttribIPointer);
SAVE_REAL_FUNC(glVertexAttribLPointer);
SAVE_REAL_FUNC(glVertexAttribDivisor);
EMULATE_FUNC(glVertexAttribPointer);
EMULATE_FUNC(glVertexAttribIPointer);
EMULATE_FUNC(glVertexAttribLPointer);
EMULATE_FUNC(glVertexAttribDivisor);
// need to intercept get functions to implement the new queries. Anything unknown we just
// re-direct
SAVE_REAL_FUNC(glGetIntegerv);
SAVE_REAL_FUNC(glGetIntegeri_v);
SAVE_REAL_FUNC(glGetVertexAttribiv);
EMULATE_FUNC(glGetIntegerv);
EMULATE_FUNC(glGetIntegeri_v);
EMULATE_FUNC(glGetVertexAttribiv);
// emulate the EXT_dsa accessor functions too
EMULATE_FUNC(glVertexArrayBindVertexBufferEXT);
EMULATE_FUNC(glVertexArrayVertexAttribFormatEXT);
EMULATE_FUNC(glVertexArrayVertexAttribIFormatEXT);
EMULATE_FUNC(glVertexArrayVertexAttribLFormatEXT);
EMULATE_FUNC(glVertexArrayVertexAttribBindingEXT);
EMULATE_FUNC(glVertexArrayVertexBindingDivisorEXT);
EMULATE_FUNC(glGetVertexArrayIntegeri_vEXT);
EMULATE_FUNC(glGetVertexArrayIntegervEXT);
if(GL.glGetInteger64i_v)
{
SAVE_REAL_FUNC(glGetInteger64i_v);
EMULATE_FUNC(glGetInteger64i_v);
}
}
// APIs that are not available at all in GLES.
if(IsGLES)
{
RDCLOG("Emulating GLES 3.x functions");
EMULATE_FUNC(glGetBufferSubData);
EMULATE_FUNC(glGetTexImage);
if(GLCoreVersion < 31)
{
RDCLOG("Emulating GLES 3.1 functions");
EMULATE_FUNC(glGetTexLevelParameteriv);
EMULATE_FUNC(glGetTexLevelParameterfv);
}
if(GLCoreVersion < 32)
{
RDCLOG("Emulating GLES 3.2 functions");
EMULATE_FUNC(glDrawElementsBaseVertex);
EMULATE_FUNC(glDrawElementsInstancedBaseVertex);
EMULATE_FUNC(glDrawRangeElementsBaseVertex);
}
}
// Emulate the EXT_dsa functions that we'll need.
//
// We need to emulate EXT_dsa functions even if we don't use them directly. During capture, if the
// application calls glBufferStorage or glGenerateMipmap then we call the corresponding function -
// so if EXT_dsa is unused and the app doesn't call it then we won't call it either during
// capture.
//
// However we serialise all glGenerateMipmap variants - glGenerateMultiTexMipmapEXT,
// glGenerateTextureMipmap, glGenerateTextureMipmapEXT the same way, using the EXT_dsa function.
//
// So the end result is that we need to emulate any EXT_dsa functions that we call ourselves
// independently during replay (e.g. for analysis work or initial state handling) and ALSO any
// functions that we might promote to for ease of serialising.
//
// We don't have to emulate functions that we neither call directly, nor promote to, so e.g.
// MultiTex functions.
//
// We ALWAYS emulate on replay since the EXT_dsa functions are too buggy on drivers like NV to be
// relied upon to work without messing up. We only 'promote' to EXT_dsa on replay so we can still
// leave the functions as they are during capture.
if(!HasExt[EXT_direct_state_access] || RenderDoc::Inst().IsReplayApp())
{
RDCLOG("Emulating EXT_direct_state_access");
EMULATE_FUNC(glCheckNamedFramebufferStatusEXT);
EMULATE_FUNC(glClearNamedBufferDataEXT);
EMULATE_FUNC(glClearNamedBufferSubDataEXT);
EMULATE_FUNC(glCompressedTextureImage1DEXT);
EMULATE_FUNC(glCompressedTextureImage2DEXT);
EMULATE_FUNC(glCompressedTextureImage3DEXT);
EMULATE_FUNC(glCompressedTextureSubImage1DEXT);
EMULATE_FUNC(glCompressedTextureSubImage2DEXT);
EMULATE_FUNC(glCompressedTextureSubImage3DEXT);
EMULATE_FUNC(glCopyTextureImage1DEXT);
EMULATE_FUNC(glCopyTextureImage2DEXT);
EMULATE_FUNC(glCopyTextureSubImage1DEXT);
EMULATE_FUNC(glCopyTextureSubImage2DEXT);
EMULATE_FUNC(glCopyTextureSubImage3DEXT);
EMULATE_FUNC(glDisableVertexArrayAttribEXT);
EMULATE_FUNC(glEnableVertexArrayAttribEXT);
EMULATE_FUNC(glFlushMappedNamedBufferRangeEXT);
EMULATE_FUNC(glFramebufferDrawBufferEXT);
EMULATE_FUNC(glFramebufferDrawBuffersEXT);
EMULATE_FUNC(glFramebufferReadBufferEXT);
EMULATE_FUNC(glGenerateTextureMipmapEXT);
EMULATE_FUNC(glGetCompressedTextureImageEXT);
EMULATE_FUNC(glGetNamedBufferParameterivEXT);
EMULATE_FUNC(glGetNamedBufferSubDataEXT);
EMULATE_FUNC(glGetNamedFramebufferAttachmentParameterivEXT);
EMULATE_FUNC(glGetNamedFramebufferParameterivEXT);
EMULATE_FUNC(glGetNamedRenderbufferParameterivEXT);
EMULATE_FUNC(glGetTextureImageEXT);
EMULATE_FUNC(glGetTextureLevelParameterfvEXT);
EMULATE_FUNC(glGetTextureLevelParameterivEXT);
EMULATE_FUNC(glGetTextureParameterfvEXT);
EMULATE_FUNC(glGetTextureParameterIivEXT);
EMULATE_FUNC(glGetTextureParameterIuivEXT);
EMULATE_FUNC(glGetTextureParameterivEXT);
EMULATE_FUNC(glGetVertexArrayIntegeri_vEXT);
EMULATE_FUNC(glGetVertexArrayIntegervEXT);
EMULATE_FUNC(glMapNamedBufferEXT);
EMULATE_FUNC(glMapNamedBufferRangeEXT);
EMULATE_FUNC(glNamedBufferDataEXT);
EMULATE_FUNC(glNamedBufferStorageEXT);
EMULATE_FUNC(glNamedBufferSubDataEXT);
EMULATE_FUNC(glNamedCopyBufferSubDataEXT);
EMULATE_FUNC(glNamedFramebufferParameteriEXT);
EMULATE_FUNC(glNamedFramebufferRenderbufferEXT);
EMULATE_FUNC(glNamedFramebufferTexture1DEXT);
EMULATE_FUNC(glNamedFramebufferTexture2DEXT);
EMULATE_FUNC(glNamedFramebufferTexture3DEXT);
EMULATE_FUNC(glNamedFramebufferTextureEXT);
EMULATE_FUNC(glNamedFramebufferTextureLayerEXT);
EMULATE_FUNC(glNamedRenderbufferStorageEXT);
EMULATE_FUNC(glNamedRenderbufferStorageMultisampleEXT);
EMULATE_FUNC(glTextureBufferEXT);
EMULATE_FUNC(glTextureBufferRangeEXT);
EMULATE_FUNC(glTextureImage1DEXT);
EMULATE_FUNC(glTextureImage2DEXT);
EMULATE_FUNC(glTextureImage3DEXT);
EMULATE_FUNC(glTextureParameterfEXT);
EMULATE_FUNC(glTextureParameterfvEXT);
EMULATE_FUNC(glTextureParameteriEXT);
EMULATE_FUNC(glTextureParameterIivEXT);
EMULATE_FUNC(glTextureParameterIuivEXT);
EMULATE_FUNC(glTextureParameterivEXT);
EMULATE_FUNC(glTextureStorage1DEXT);
EMULATE_FUNC(glTextureStorage2DEXT);
EMULATE_FUNC(glTextureStorage2DMultisampleEXT);
EMULATE_FUNC(glTextureStorage3DEXT);
EMULATE_FUNC(glTextureStorage3DMultisampleEXT);
EMULATE_FUNC(glTextureSubImage1DEXT);
EMULATE_FUNC(glTextureSubImage2DEXT);
EMULATE_FUNC(glTextureSubImage3DEXT);
EMULATE_FUNC(glUnmapNamedBufferEXT);
EMULATE_FUNC(glVertexArrayBindVertexBufferEXT);
EMULATE_FUNC(glVertexArrayVertexAttribBindingEXT);
EMULATE_FUNC(glVertexArrayVertexAttribDivisorEXT);
EMULATE_FUNC(glVertexArrayVertexAttribFormatEXT);
EMULATE_FUNC(glVertexArrayVertexAttribIFormatEXT);
EMULATE_FUNC(glVertexArrayVertexAttribIOffsetEXT);
EMULATE_FUNC(glVertexArrayVertexAttribLFormatEXT);
EMULATE_FUNC(glVertexArrayVertexAttribLOffsetEXT);
EMULATE_FUNC(glVertexArrayVertexAttribOffsetEXT);
EMULATE_FUNC(glVertexArrayVertexBindingDivisorEXT);
}
// some functions we use from ARB that have no EXT equivalent, need to emulate them as well
if(!HasExt[ARB_direct_state_access])
{
RDCLOG("Emulating ARB_direct_state_access");
EMULATE_FUNC(glTransformFeedbackBufferBase)
EMULATE_FUNC(glTransformFeedbackBufferRange)
EMULATE_FUNC(glClearNamedFramebufferiv)
EMULATE_FUNC(glClearNamedFramebufferuiv)
EMULATE_FUNC(glClearNamedFramebufferfv)
EMULATE_FUNC(glClearNamedFramebufferfi)
EMULATE_FUNC(glBlitNamedFramebuffer)
EMULATE_FUNC(glVertexArrayElementBuffer);
EMULATE_FUNC(glVertexArrayVertexBuffers)
EMULATE_FUNC(glInvalidateNamedFramebufferData);
EMULATE_FUNC(glInvalidateNamedFramebufferSubData);
}
}
void GLDispatchTable::DriverForEmulation(WrappedOpenGL *driver)
{
glEmulate::driver = driver;
}
#if ENABLED(ENABLE_UNIT_TESTS)
#undef None
#undef Always
#include "../gl_shader_refl.h"
#include "catch/catch.hpp"
#include "data/glsl_shaders.h"
#include "replay/replay_driver.h"
#include "strings/string_utils.h"
GLint APIENTRY _testStub_GetUniformLocation(GLuint program, const GLchar *name)
{
// use existing ARB_program_interface_query to get value
GLuint index = GL.glGetProgramResourceIndex(program, eGL_UNIFORM, name);
uint32_t arrayIdx = 0;
// if we're querying for an array index like tex2D[1] then query for the base and add 1000000 *
// arrayIdx.
// This should only then be used in GetUniformiv below where we 'decode' the arrayIdx from the
// location and then add it onto the returned value.
if(index == GL_INVALID_INDEX && strchr(name, '['))
{
rdcstr nm = name;
int offs = nm.indexOf('[');
offs++;
while(nm[offs] >= '0' && nm[offs] <= '9')
{
arrayIdx *= 10;
arrayIdx += int(nm[offs]) - int('0');
offs++;
}
nm.erase(nm.indexOf('['), nm.size());
nm += "[0]";
index = GL.glGetProgramResourceIndex(program, eGL_UNIFORM, nm.c_str());
}
RDCASSERT(index != GL_INVALID_INDEX);
// safe to add this on in all other cases because arrayIdx is 0 by default
return index + 1000000 * arrayIdx;
}
void APIENTRY _testStub_GetUniformiv(GLuint program, GLint location, GLint *params)
{
uint32_t arrayIdx = location / 1000000;
if(arrayIdx > 0)
location -= arrayIdx * 1000000;
// abuse this query which returns the right value for uniform bindings also
GLenum prop = eGL_UNIFORM;
GL.glGetProgramResourceiv(program, eGL_UNIFORM, location, 1, &prop, 1, NULL, params);
*params += arrayIdx;
}
void APIENTRY _testStub_GetIntegerv(GLenum pname, GLint *params)
{
// fixed definition
if(pname == eGL_MAX_VERTEX_ATTRIBS)
*params = 16;
else
RDCERR("Unexpected pname in test stub: %s", ToStr(pname).c_str());
}
void APIENTRY _testStub_GetActiveAtomicCounterBufferiv(GLuint program, GLuint bufferIndex,
GLenum pname, GLint *params)
{
if(pname == eGL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_VERTEX_SHADER)
{
GLenum prop = eGL_REFERENCED_BY_VERTEX_SHADER;
GL.glGetProgramResourceiv(program, eGL_ATOMIC_COUNTER_BUFFER, bufferIndex, 1, &prop, 1, NULL,
params);
}
else if(pname == eGL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_TESS_CONTROL_SHADER)
{
GLenum prop = eGL_REFERENCED_BY_TESS_CONTROL_SHADER;
GL.glGetProgramResourceiv(program, eGL_ATOMIC_COUNTER_BUFFER, bufferIndex, 1, &prop, 1, NULL,
params);
}
else if(pname == eGL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_TESS_EVALUATION_SHADER)
{
GLenum prop = eGL_REFERENCED_BY_TESS_EVALUATION_SHADER;
GL.glGetProgramResourceiv(program, eGL_ATOMIC_COUNTER_BUFFER, bufferIndex, 1, &prop, 1, NULL,
params);
}
else if(pname == eGL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_GEOMETRY_SHADER)
{
GLenum prop = eGL_REFERENCED_BY_GEOMETRY_SHADER;
GL.glGetProgramResourceiv(program, eGL_ATOMIC_COUNTER_BUFFER, bufferIndex, 1, &prop, 1, NULL,
params);
}
else if(pname == eGL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_FRAGMENT_SHADER)
{
GLenum prop = eGL_REFERENCED_BY_FRAGMENT_SHADER;
GL.glGetProgramResourceiv(program, eGL_ATOMIC_COUNTER_BUFFER, bufferIndex, 1, &prop, 1, NULL,
params);
}
else if(pname == eGL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_COMPUTE_SHADER)
{
GLenum prop = eGL_REFERENCED_BY_COMPUTE_SHADER;
GL.glGetProgramResourceiv(program, eGL_ATOMIC_COUNTER_BUFFER, bufferIndex, 1, &prop, 1, NULL,
params);
}
else if(pname == eGL_ATOMIC_COUNTER_BUFFER_BINDING)
{
GLenum prop = eGL_ATOMIC_COUNTER_BUFFER_INDEX;
GL.glGetProgramResourceiv(program, eGL_ATOMIC_COUNTER_BUFFER, bufferIndex, 1, &prop, 1, NULL,
params);
}
else
{
RDCERR("Unexpected pname in test stub: %s", ToStr(pname).c_str());
}
}
GLuint APIENTRY _testStub_GetUniformBlockIndex(GLuint program, const GLchar *uniformBlockName)
{
return GL.glGetProgramResourceIndex(program, eGL_UNIFORM_BLOCK, uniformBlockName);
}
void APIENTRY _testStub_GetActiveUniformBlockiv(GLuint program, GLuint uniformBlockIndex,
GLenum pname, GLint *params)
{
if(pname == eGL_UNIFORM_BLOCK_BINDING)
{
// use this internal query which returns the default binding for uniform block bindings
GLenum prop = eGL_UNIFORM_BLOCK_BINDING;
GL.glGetProgramResourceiv(program, eGL_UNIFORM_BLOCK, uniformBlockIndex, 1, &prop, 1, NULL,
params);
}
else
{
RDCERR("Unexpected pname in test stub: %s", ToStr(pname).c_str());
}
}
GLint APIENTRY _testStub_AttribLocation(GLuint program, const GLchar *name)
{
GLuint index = GL.glGetProgramResourceIndex(program, eGL_PROGRAM_INPUT, name);
RDCASSERT(index != GL_INVALID_INDEX);
GLenum prop = eGL_LOCATION;
GLint value = -1;
RDCASSERT(GL.glGetAttribLocation == &_testStub_AttribLocation);
GL.glGetAttribLocation = NULL;
GL.glGetProgramResourceiv(program, eGL_PROGRAM_INPUT, index, 1, &prop, 1, NULL, &value);
GL.glGetAttribLocation = &_testStub_AttribLocation;
return value;
}
void MakeOfflineShaderReflection(ShaderStage stage, const rdcstr &source, const rdcstr &entryPoint,
ShaderReflection &refl, ShaderBindpointMapping &mapping)
{
rdcspv::Init();
RenderDoc::Inst().RegisterShutdownFunction(&rdcspv::Shutdown);
RDCASSERT(entryPoint == "main");
// as a hack, create a local 'driver' and just populate m_Programs with what we want.
GLDummyPlatform dummy;
WrappedOpenGL driver(dummy);
GL.DriverForEmulation(&driver);
RDCEraseEl(HasExt);
// need to pretend to have SSBO extension so we reflect SSBOs
HasExt[ARB_shader_storage_buffer_object] = true;
GL = GLDispatchTable();
GL.EmulateRequiredExtensions();
glslang::TShader *sh = CompileShaderForReflection(rdcspv::ShaderStage(stage), {source});
REQUIRE(sh);
glslang::TProgram *prog = LinkProgramForReflection({sh});
REQUIRE(prog);
// the lookup won't get a valid Id, so set the program to the ResourceId()
driver.m_Programs[ResourceId()].glslangProgram = prog;
GLuint fakeProg = 0;
FixedFunctionVertexOutputs outputUsage;
CheckVertexOutputUses({source}, outputUsage);
MakeShaderReflection(ShaderEnum((size_t)stage), fakeProg, refl, outputUsage);
refl.debugInfo.files.resize(1);
refl.debugInfo.files[0].filename = "main.glsl";
refl.debugInfo.files[0].contents = source;
// implement some stubs for testing
GL.glGetUniformLocation = &_testStub_GetUniformLocation;
GL.glGetUniformiv = &_testStub_GetUniformiv;
GL.glGetActiveAtomicCounterBufferiv = &_testStub_GetActiveAtomicCounterBufferiv;
GL.glGetUniformBlockIndex = &_testStub_GetUniformBlockIndex;
GL.glGetActiveUniformBlockiv = &_testStub_GetActiveUniformBlockiv;
GL.glGetIntegerv = &_testStub_GetIntegerv;
GL.glGetAttribLocation = &_testStub_AttribLocation;
GetBindpointMapping(fakeProg, (int)stage, &refl, mapping);
RDCEraseEl(HasExt);
GL = GLDispatchTable();
GL.DriverForEmulation(NULL);
}
// helper function that uses the replay proxy system to compile and reflect the shader using the
// current driver. Unused by default but you can change the unit test below to call this function
// instead of MakeOfflineShaderReflection.
void MakeOnlineShaderReflection(ShaderStage stage, const rdcstr &source, const rdcstr &entryPoint,
ShaderReflection &refl, ShaderBindpointMapping &mapping)
{
ReplayStatus status = ReplayStatus::UnknownError;
IReplayDriver *driver = NULL;
RDCASSERT(entryPoint == "main");
std::map<RDCDriver, rdcstr> replays = RenderDoc::Inst().GetReplayDrivers();
if(replays.find(RDCDriver::OpenGL) != replays.end())
status = RenderDoc::Inst().CreateProxyReplayDriver(RDCDriver::OpenGL, &driver);
if(status != ReplayStatus::Succeeded)
{
RDCERR("No GL support locally, couldn't create proxy GL driver for reflection");
return;
}
ResourceId id;
rdcstr errors;
bytebuf buf;
buf.resize(source.size());
memcpy(buf.data(), source.data(), source.size());
driver->BuildCustomShader(ShaderEncoding::GLSL, buf, "main", ShaderCompileFlags(), stage, id,
errors);
if(id == ResourceId())
{
RDCERR("Couldn't build shader for reflection:\n%s", errors.c_str());
return;
}
refl = *driver->GetShader(ResourceId(), id, ShaderEntryPoint("main", ShaderStage::Fragment));
// Note that we can't fill out ShaderBindpointMapping easily on the actual driver through the
// replay interface
WARN("Using online reflection - all checks with ShaderBindpointMapping will fail");
driver->FreeCustomShader(id);
driver->Shutdown();
}
TEST_CASE("Validate ARB_program_interface_query emulation", "[opengl][glslang][reflection]")
{
TestGLSLReflection(ShaderType::GLSL, MakeOfflineShaderReflection);
SECTION("shader stage references")
{
rdcstr vssource = R"(
#version 450 core
uniform float unused_uniform; // declared in both, used in neither
uniform float vsonly_uniform; // declared and used only in VS
uniform float shared_uniform; // declared and used in both
uniform float vsshared_uniform; // declared in both, used only in VS
uniform float fsshared_uniform; // declared in both, used only in FS
out vec4 vsout;
void main() {
vsout = vec4(vsonly_uniform, shared_uniform, vsshared_uniform, 1);
}
)";
rdcstr fssource = R"(
#version 450 core
uniform float unused_uniform; // declared in both, used in neither
uniform float shared_uniform; // declared and used in both
uniform float vsshared_uniform; // declared in both, used only in VS
uniform float fsshared_uniform; // declared in both, used only in FS
uniform float fsonly_uniform; // declared and used only in FS
in vec4 vsout;
out vec4 col;
void main() {
vec4 tmp = vsout;
tmp.w = fsonly_uniform * shared_uniform + fsshared_uniform;
col = tmp;
}
)";
rdcspv::Init();
RenderDoc::Inst().RegisterShutdownFunction(&rdcspv::Shutdown);
// as a hack, create a local 'driver' and just populate m_Programs with what we want.
GLDummyPlatform dummy;
WrappedOpenGL driver(dummy);
GL.DriverForEmulation(&driver);
RDCEraseEl(HasExt);
GL = GLDispatchTable();
GL.EmulateRequiredExtensions();
glslang::TProgram *prog = LinkProgramForReflection(
{CompileShaderForReflection(rdcspv::ShaderStage::Vertex, {vssource}),
CompileShaderForReflection(rdcspv::ShaderStage::Fragment, {fssource})});
REQUIRE(prog);
// the lookup won't get a valid Id, so set the program to the ResourceId()
driver.m_Programs[ResourceId()].glslangProgram = prog;
GLint numUniforms = 0;
GL.glGetProgramInterfaceiv(0, eGL_UNIFORM, eGL_ACTIVE_RESOURCES, &numUniforms);
for(GLint i = 0; i < numUniforms; i++)
{
GLenum props[2] = {eGL_REFERENCED_BY_VERTEX_SHADER, eGL_REFERENCED_BY_FRAGMENT_SHADER};
GLint values[2] = {};
GL.glGetProgramResourceiv(0, eGL_UNIFORM, i, 2, props, 2, NULL, values);
GLchar name[1024] = {};
GL.glGetProgramResourceName(0, eGL_UNIFORM, i, 1024, NULL, name);
if(!strcmp(name, "unused_uniform"))
{
FAIL_CHECK("Didn't expect to see unused_uniform");
}
else if(!strcmp(name, "vsonly_uniform"))
{
CHECK(values[0] == 1);
CHECK(values[1] == 0);
}
else if(!strcmp(name, "shared_uniform"))
{
CHECK(values[0] == 1);
CHECK(values[1] == 1);
}
else if(!strcmp(name, "vsshared_uniform"))
{
CHECK(values[0] == 1);
CHECK(values[1] == 0);
}
else if(!strcmp(name, "fsshared_uniform"))
{
CHECK(values[0] == 0);
CHECK(values[1] == 1);
}
else if(!strcmp(name, "fsonly_uniform"))
{
CHECK(values[0] == 0);
CHECK(values[1] == 1);
}
else
{
INFO("uniform name: " << name);
FAIL_CHECK("Unexpected uniform");
}
}
RDCEraseEl(HasExt);
GL = GLDispatchTable();
GL.DriverForEmulation(NULL);
};
}
#endif