Files
renderdoc/renderdoc/driver/gl/gl_debug.cpp
T
baldurk b8f54dc008 Add absolutely horrendously disgusting hack for 'fixing' XFB varyings
* This might be an nvidia bug but I honestly don't know what the syntax
  for varyings is, and the spec seems vague (it just says 'user-defined'
  variables). This system/heuristic works on NVIDIA and AMD though, so
  it'll have to do for now.
2015-01-26 17:20:31 +00:00

2979 lines
92 KiB
C++

/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 2014 Crytek
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
******************************************************************************/
#include "gl_replay.h"
#include "gl_driver.h"
#include "gl_resources.h"
#include "maths/matrix.h"
#include "maths/camera.h"
#include "maths/formatpacking.h"
#include "data/glsl/debuguniforms.h"
#include "serialise/string_utils.h"
#include <algorithm>
GLuint GLReplay::CreateCShaderProgram(const char *csSrc)
{
if(m_pDriver == NULL) return 0;
MakeCurrentReplayContext(m_DebugCtx);
WrappedOpenGL &gl = *m_pDriver;
GLuint cs = gl.glCreateShader(eGL_COMPUTE_SHADER);
gl.glShaderSource(cs, 1, &csSrc, NULL);
gl.glCompileShader(cs);
char buffer[1024];
GLint status = 0;
gl.glGetShaderiv(cs, eGL_COMPILE_STATUS, &status);
if(status == 0)
{
gl.glGetShaderInfoLog(cs, 1024, NULL, buffer);
RDCERR("Shader error: %s", buffer);
}
GLuint ret = gl.glCreateProgram();
gl.glAttachShader(ret, cs);
gl.glLinkProgram(ret);
gl.glGetProgramiv(ret, eGL_LINK_STATUS, &status);
if(status == 0)
{
gl.glGetProgramInfoLog(ret, 1024, NULL, buffer);
RDCERR("Link error: %s", buffer);
}
gl.glDetachShader(ret, cs);
gl.glDeleteShader(cs);
return ret;
}
GLuint GLReplay::CreateShaderProgram(const char *vsSrc, const char *psSrc, const char *gsSrc)
{
if(m_pDriver == NULL) return 0;
MakeCurrentReplayContext(m_DebugCtx);
WrappedOpenGL &gl = *m_pDriver;
GLuint vs = gl.glCreateShader(eGL_VERTEX_SHADER);
GLuint fs = gl.glCreateShader(eGL_FRAGMENT_SHADER);
GLuint gs = 0;
const char *src = vsSrc;
gl.glShaderSource(vs, 1, &src, NULL);
src = psSrc;
gl.glShaderSource(fs, 1, &src, NULL);
if(gsSrc)
{
gs = gl.glCreateShader(eGL_GEOMETRY_SHADER);
src = gsSrc;
gl.glShaderSource(gs, 1, &src, NULL);
}
gl.glCompileShader(vs);
gl.glCompileShader(fs);
if(gs) gl.glCompileShader(gs);
char buffer[1024];
GLint status = 0;
gl.glGetShaderiv(vs, eGL_COMPILE_STATUS, &status);
if(status == 0)
{
gl.glGetShaderInfoLog(vs, 1024, NULL, buffer);
RDCERR("Shader error: %s", buffer);
}
gl.glGetShaderiv(fs, eGL_COMPILE_STATUS, &status);
if(status == 0)
{
gl.glGetShaderInfoLog(fs, 1024, NULL, buffer);
RDCERR("Shader error: %s", buffer);
}
if(gs)
{
gl.glGetShaderiv(gs, eGL_COMPILE_STATUS, &status);
if(status == 0)
{
gl.glGetShaderInfoLog(gs, 1024, NULL, buffer);
RDCERR("Shader error: %s", buffer);
}
}
GLuint ret = gl.glCreateProgram();
gl.glAttachShader(ret, vs);
gl.glAttachShader(ret, fs);
if(gs) gl.glAttachShader(ret, gs);
gl.glLinkProgram(ret);
gl.glDetachShader(ret, vs);
gl.glDetachShader(ret, fs);
if(gs) gl.glDetachShader(ret, gs);
gl.glDeleteShader(vs);
gl.glDeleteShader(fs);
if(gs) gl.glDeleteShader(gs);
return ret;
}
void GLReplay::InitDebugData()
{
if(m_pDriver == NULL) return;
{
uint64_t id = MakeOutputWindow(NULL, true);
m_DebugID = id;
m_DebugCtx = &m_OutputWindows[id];
MakeCurrentReplayContext(m_DebugCtx);
}
DebugData.outWidth = 0.0f; DebugData.outHeight = 0.0f;
DebugData.blitvsSource = GetEmbeddedResource(blit_vert);
DebugData.blitfsSource = GetEmbeddedResource(blit_frag);
DebugData.blitProg = CreateShaderProgram(DebugData.blitvsSource.c_str(), DebugData.blitfsSource.c_str());
string glslheader = GetEmbeddedResource(debuguniforms_h);
string texfs = GetEmbeddedResource(texsample_h);
texfs += GetEmbeddedResource(texdisplay_frag);
for(int i=0; i < 3; i++)
{
string glsl = glslheader;
glsl += string("#define UINT_TEX ") + (i == 1 ? "1" : "0") + "\n";
glsl += string("#define SINT_TEX ") + (i == 2 ? "1" : "0") + "\n";
glsl += texfs;
DebugData.texDisplayProg[i] = CreateShaderProgram(DebugData.blitvsSource.c_str(), glsl.c_str());
}
string checkerfs = GetEmbeddedResource(checkerboard_frag);
DebugData.checkerProg = CreateShaderProgram(DebugData.blitvsSource.c_str(), checkerfs.c_str());
DebugData.genericvsSource = GetEmbeddedResource(generic_vert);
DebugData.genericfsSource = GetEmbeddedResource(generic_frag);
DebugData.genericProg = CreateShaderProgram(DebugData.genericvsSource.c_str(), DebugData.genericfsSource.c_str());
string meshvs = GetEmbeddedResource(mesh_vert);
string meshgs = GetEmbeddedResource(mesh_geom);
string meshfs = GetEmbeddedResource(mesh_frag);
meshfs = glslheader + meshfs;
DebugData.meshProg = CreateShaderProgram(meshvs.c_str(), meshfs.c_str());
DebugData.meshgsProg = CreateShaderProgram(meshvs.c_str(), meshfs.c_str(), meshgs.c_str());
WrappedOpenGL &gl = *m_pDriver;
{
float data[] = {
0.0f, -1.0f, 0.0f, 1.0f,
1.0f, -1.0f, 0.0f, 1.0f,
1.0f, 0.0f, 0.0f, 1.0f,
0.0f, 0.0f, 0.0f, 1.0f,
};
gl.glGenBuffers(1, &DebugData.outlineStripVB);
gl.glBindBuffer(eGL_ARRAY_BUFFER, DebugData.outlineStripVB);
gl.glNamedBufferDataEXT(DebugData.outlineStripVB, sizeof(data), data, eGL_STATIC_DRAW);
gl.glGenVertexArrays(1, &DebugData.outlineStripVAO);
gl.glBindVertexArray(DebugData.outlineStripVAO);
gl.glVertexAttribPointer(0, 4, eGL_FLOAT, false, 0, (const void *)0);
gl.glEnableVertexAttribArray(0);
}
gl.glGenSamplers(1, &DebugData.linearSampler);
gl.glSamplerParameteri(DebugData.linearSampler, eGL_TEXTURE_MIN_FILTER, eGL_LINEAR);
gl.glSamplerParameteri(DebugData.linearSampler, eGL_TEXTURE_MAG_FILTER, eGL_LINEAR);
gl.glSamplerParameteri(DebugData.linearSampler, eGL_TEXTURE_WRAP_S, eGL_CLAMP_TO_EDGE);
gl.glSamplerParameteri(DebugData.linearSampler, eGL_TEXTURE_WRAP_T, eGL_CLAMP_TO_EDGE);
gl.glGenSamplers(1, &DebugData.pointSampler);
gl.glSamplerParameteri(DebugData.pointSampler, eGL_TEXTURE_MIN_FILTER, eGL_NEAREST_MIPMAP_NEAREST);
gl.glSamplerParameteri(DebugData.pointSampler, eGL_TEXTURE_MAG_FILTER, eGL_NEAREST);
gl.glSamplerParameteri(DebugData.pointSampler, eGL_TEXTURE_WRAP_S, eGL_CLAMP_TO_EDGE);
gl.glSamplerParameteri(DebugData.pointSampler, eGL_TEXTURE_WRAP_T, eGL_CLAMP_TO_EDGE);
gl.glGenSamplers(1, &DebugData.pointNoMipSampler);
gl.glSamplerParameteri(DebugData.pointNoMipSampler, eGL_TEXTURE_MIN_FILTER, eGL_NEAREST);
gl.glSamplerParameteri(DebugData.pointNoMipSampler, eGL_TEXTURE_MAG_FILTER, eGL_NEAREST);
gl.glSamplerParameteri(DebugData.pointNoMipSampler, eGL_TEXTURE_WRAP_S, eGL_CLAMP_TO_EDGE);
gl.glSamplerParameteri(DebugData.pointNoMipSampler, eGL_TEXTURE_WRAP_T, eGL_CLAMP_TO_EDGE);
gl.glGenBuffers(ARRAY_COUNT(DebugData.UBOs), DebugData.UBOs);
for(size_t i=0; i < ARRAY_COUNT(DebugData.UBOs); i++)
{
gl.glBindBuffer(eGL_UNIFORM_BUFFER, DebugData.UBOs[i]);
gl.glNamedBufferDataEXT(DebugData.UBOs[i], 512, NULL, eGL_DYNAMIC_DRAW);
RDCCOMPILE_ASSERT(sizeof(texdisplay) < 512, "texdisplay UBO too large");
RDCCOMPILE_ASSERT(sizeof(FontUniforms) < 512, "texdisplay UBO too large");
RDCCOMPILE_ASSERT(sizeof(HistogramCBufferData) < 512, "texdisplay UBO too large");
}
DebugData.overlayTexWidth = DebugData.overlayTexHeight = 0;
DebugData.overlayTex = DebugData.overlayFBO = 0;
gl.glGenFramebuffers(1, &DebugData.pickPixelFBO);
gl.glBindFramebuffer(eGL_FRAMEBUFFER, DebugData.pickPixelFBO);
gl.glGenTextures(1, &DebugData.pickPixelTex);
gl.glBindTexture(eGL_TEXTURE_2D, DebugData.pickPixelTex);
gl.glTexStorage2D(eGL_TEXTURE_2D, 1, eGL_RGBA32F, 1, 1);
gl.glTexParameteri(eGL_TEXTURE_2D, eGL_TEXTURE_MIN_FILTER, eGL_NEAREST);
gl.glTexParameteri(eGL_TEXTURE_2D, eGL_TEXTURE_MAG_FILTER, eGL_NEAREST);
gl.glTexParameteri(eGL_TEXTURE_2D, eGL_TEXTURE_WRAP_S, eGL_CLAMP_TO_EDGE);
gl.glTexParameteri(eGL_TEXTURE_2D, eGL_TEXTURE_WRAP_T, eGL_CLAMP_TO_EDGE);
gl.glFramebufferTexture(eGL_FRAMEBUFFER, eGL_COLOR_ATTACHMENT0, DebugData.pickPixelTex, 0);
gl.glGenVertexArrays(1, &DebugData.emptyVAO);
gl.glBindVertexArray(DebugData.emptyVAO);
// histogram/minmax data
{
string histogramglsl = GetEmbeddedResource(texsample_h);
histogramglsl += GetEmbeddedResource(histogram_comp);
RDCEraseEl(DebugData.minmaxTileProgram);
RDCEraseEl(DebugData.histogramProgram);
RDCEraseEl(DebugData.minmaxResultProgram);
RDCCOMPILE_ASSERT(ARRAY_COUNT(DebugData.minmaxTileProgram) >= (TEXDISPLAY_SINT_TEX|TEXDISPLAY_TYPEMASK)+1, "not enough programs");
for(int t=1; t <= RESTYPE_TEXTYPEMAX; t++)
{
// float, uint, sint
for(int i=0; i < 3; i++)
{
int idx = t;
if(i == 1) idx |= TEXDISPLAY_UINT_TEX;
if(i == 2) idx |= TEXDISPLAY_SINT_TEX;
{
string glsl = glslheader;
glsl += string("#define SHADER_RESTYPE ") + ToStr::Get(t) + "\n";
glsl += string("#define UINT_TEX ") + (i == 1 ? "1" : "0") + "\n";
glsl += string("#define SINT_TEX ") + (i == 2 ? "1" : "0") + "\n";
glsl += string("#define RENDERDOC_TileMinMaxCS 1\n");
glsl += histogramglsl;
DebugData.minmaxTileProgram[idx] = CreateCShaderProgram(glsl.c_str());
}
{
string glsl = glslheader;
glsl += string("#define SHADER_RESTYPE ") + ToStr::Get(t) + "\n";
glsl += string("#define UINT_TEX ") + (i == 1 ? "1" : "0") + "\n";
glsl += string("#define SINT_TEX ") + (i == 2 ? "1" : "0") + "\n";
glsl += string("#define RENDERDOC_HistogramCS 1\n");
glsl += histogramglsl;
DebugData.histogramProgram[idx] = CreateCShaderProgram(glsl.c_str());
}
if(t == 1)
{
string glsl = glslheader;
glsl += string("#define SHADER_RESTYPE ") + ToStr::Get(t) + "\n";
glsl += string("#define UINT_TEX ") + (i == 1 ? "1" : "0") + "\n";
glsl += string("#define SINT_TEX ") + (i == 2 ? "1" : "0") + "\n";
glsl += string("#define RENDERDOC_ResultMinMaxCS 1\n");
glsl += histogramglsl;
DebugData.minmaxResultProgram[i] = CreateCShaderProgram(glsl.c_str());
}
}
}
gl.glGenBuffers(1, &DebugData.minmaxTileResult);
gl.glGenBuffers(1, &DebugData.minmaxResult);
gl.glGenBuffers(1, &DebugData.histogramBuf);
const uint32_t maxTexDim = 16384;
const uint32_t blockPixSize = HGRAM_PIXELS_PER_TILE*HGRAM_TILES_PER_BLOCK;
const uint32_t maxBlocksNeeded = (maxTexDim*maxTexDim)/(blockPixSize*blockPixSize);
const size_t byteSize = 2*sizeof(Vec4f)*HGRAM_TILES_PER_BLOCK*HGRAM_TILES_PER_BLOCK*maxBlocksNeeded;
gl.glNamedBufferStorageEXT(DebugData.minmaxTileResult, byteSize, NULL, 0);
gl.glNamedBufferStorageEXT(DebugData.minmaxResult, sizeof(Vec4f)*2, NULL, GL_MAP_READ_BIT);
gl.glNamedBufferStorageEXT(DebugData.histogramBuf, sizeof(uint32_t)*HGRAM_NUM_BUCKETS, NULL, GL_MAP_READ_BIT);
}
gl.glGenVertexArrays(1, &DebugData.meshVAO);
gl.glBindVertexArray(DebugData.meshVAO);
gl.glGenBuffers(1, &DebugData.axisFrustumBuffer);
gl.glBindBuffer(eGL_ARRAY_BUFFER, DebugData.axisFrustumBuffer);
Vec3f TLN = Vec3f(-1.0f, 1.0f, 0.0f); // TopLeftNear, etc...
Vec3f TRN = Vec3f( 1.0f, 1.0f, 0.0f);
Vec3f BLN = Vec3f(-1.0f, -1.0f, 0.0f);
Vec3f BRN = Vec3f( 1.0f, -1.0f, 0.0f);
Vec3f TLF = Vec3f(-1.0f, 1.0f, 1.0f);
Vec3f TRF = Vec3f( 1.0f, 1.0f, 1.0f);
Vec3f BLF = Vec3f(-1.0f, -1.0f, 1.0f);
Vec3f BRF = Vec3f( 1.0f, -1.0f, 1.0f);
Vec3f axisFrustum[] = {
// axis marker vertices
Vec3f(0.0f, 0.0f, 0.0f),
Vec3f(1.0f, 0.0f, 0.0f),
Vec3f(0.0f, 0.0f, 0.0f),
Vec3f(0.0f, 1.0f, 0.0f),
Vec3f(0.0f, 0.0f, 0.0f),
Vec3f(0.0f, 0.0f, 1.0f),
// frustum vertices
TLN, TRN,
TRN, BRN,
BRN, BLN,
BLN, TLN,
TLN, TLF,
TRN, TRF,
BLN, BLF,
BRN, BRF,
TLF, TRF,
TRF, BRF,
BRF, BLF,
BLF, TLF,
};
gl.glNamedBufferStorageEXT(DebugData.axisFrustumBuffer, sizeof(axisFrustum), axisFrustum, 0);
gl.glGenVertexArrays(1, &DebugData.axisVAO);
gl.glBindVertexArray(DebugData.axisVAO);
gl.glVertexAttribPointer(0, 3, eGL_FLOAT, GL_FALSE, sizeof(Vec3f), NULL);
gl.glEnableVertexAttribArray(0);
gl.glGenVertexArrays(1, &DebugData.frustumVAO);
gl.glBindVertexArray(DebugData.frustumVAO);
gl.glVertexAttribPointer(0, 3, eGL_FLOAT, GL_FALSE, sizeof(Vec3f), (const void *)( sizeof(Vec3f) * 6 ));
gl.glEnableVertexAttribArray(0);
gl.glGenVertexArrays(1, &DebugData.triHighlightVAO);
gl.glBindVertexArray(DebugData.triHighlightVAO);
gl.glGenBuffers(1, &DebugData.triHighlightBuffer);
gl.glBindBuffer(eGL_ARRAY_BUFFER, DebugData.triHighlightBuffer);
gl.glNamedBufferStorageEXT(DebugData.triHighlightBuffer, sizeof(Vec4f)*16, NULL, GL_DYNAMIC_STORAGE_BIT);
gl.glVertexAttribPointer(0, 4, eGL_FLOAT, GL_FALSE, sizeof(Vec4f), NULL);
gl.glEnableVertexAttribArray(0);
DebugData.replayQuadProg = CreateShaderProgram(DebugData.blitvsSource.c_str(), DebugData.genericfsSource.c_str());
MakeCurrentReplayContext(&m_ReplayCtx);
gl.glGenTransformFeedbacks(1, &DebugData.feedbackObj);
gl.glGenBuffers(1, &DebugData.feedbackBuffer);
gl.glGenQueries(1, &DebugData.feedbackQuery);
gl.glBindTransformFeedback(eGL_TRANSFORM_FEEDBACK, DebugData.feedbackObj);
gl.glBindBuffer(eGL_TRANSFORM_FEEDBACK_BUFFER, DebugData.feedbackBuffer);
gl.glNamedBufferStorageEXT(DebugData.feedbackBuffer, 32*1024*1024, NULL, GL_MAP_READ_BIT);
gl.glBindBufferBase(eGL_TRANSFORM_FEEDBACK_BUFFER, 0, DebugData.feedbackBuffer);
gl.glBindTransformFeedback(eGL_TRANSFORM_FEEDBACK, 0);
}
void GLReplay::DeleteDebugData()
{
MakeCurrentReplayContext(m_DebugCtx);
WrappedOpenGL &gl = *m_pDriver;
for(auto it=m_PostVSData.begin(); it != m_PostVSData.end(); ++it)
{
gl.glDeleteBuffers(1, &it->second.vsout.buf);
gl.glDeleteBuffers(1, &it->second.vsout.idxBuf);
gl.glDeleteBuffers(1, &it->second.gsout.buf);
gl.glDeleteBuffers(1, &it->second.gsout.idxBuf);
}
m_PostVSData.clear();
gl.glDeleteProgram(DebugData.blitProg);
for(int i=0; i < 3; i++)
gl.glDeleteProgram(DebugData.texDisplayProg[i]);
gl.glDeleteProgram(DebugData.checkerProg);
gl.glDeleteProgram(DebugData.genericProg);
gl.glDeleteProgram(DebugData.meshProg);
gl.glDeleteProgram(DebugData.meshgsProg);
gl.glDeleteBuffers(1, &DebugData.outlineStripVB);
gl.glDeleteVertexArrays(1, &DebugData.outlineStripVAO);
gl.glDeleteSamplers(1, &DebugData.linearSampler);
gl.glDeleteSamplers(1, &DebugData.pointSampler);
gl.glDeleteSamplers(1, &DebugData.pointNoMipSampler);
gl.glDeleteBuffers(ARRAY_COUNT(DebugData.UBOs), DebugData.UBOs);
gl.glDeleteFramebuffers(1, &DebugData.pickPixelFBO);
gl.glDeleteTextures(1, &DebugData.pickPixelTex);
gl.glDeleteVertexArrays(1, &DebugData.emptyVAO);
for(int t=1; t <= RESTYPE_TEXTYPEMAX; t++)
{
// float, uint, sint
for(int i=0; i < 3; i++)
{
int idx = t;
if(i == 1) idx |= TEXDISPLAY_UINT_TEX;
if(i == 2) idx |= TEXDISPLAY_SINT_TEX;
gl.glDeleteProgram(DebugData.minmaxTileProgram[idx]);
gl.glDeleteProgram(DebugData.histogramProgram[idx]);
if(t == 1)
gl.glDeleteProgram(DebugData.minmaxResultProgram[i]);
}
}
gl.glDeleteBuffers(1, &DebugData.minmaxTileResult);
gl.glDeleteBuffers(1, &DebugData.minmaxResult);
gl.glDeleteBuffers(1, &DebugData.histogramBuf);
gl.glDeleteTransformFeedbacks(1, &DebugData.feedbackObj);
gl.glDeleteBuffers(1, &DebugData.feedbackBuffer);
gl.glDeleteQueries(1, &DebugData.feedbackQuery);
gl.glDeleteVertexArrays(1, &DebugData.meshVAO);
gl.glDeleteVertexArrays(1, &DebugData.axisVAO);
gl.glDeleteVertexArrays(1, &DebugData.frustumVAO);
gl.glDeleteVertexArrays(1, &DebugData.triHighlightVAO);
gl.glDeleteBuffers(1, &DebugData.axisFrustumBuffer);
gl.glDeleteBuffers(1, &DebugData.triHighlightBuffer);
gl.glDeleteProgram(DebugData.replayQuadProg);
}
bool GLReplay::GetMinMax(ResourceId texid, uint32_t sliceFace, uint32_t mip, uint32_t sample, float *minval, float *maxval)
{
if(m_pDriver->m_Textures.find(texid) == m_pDriver->m_Textures.end())
return false;
auto &texDetails = m_pDriver->m_Textures[texid];
FetchTexture details = GetTexture(texid);
const GLHookSet &gl = m_pDriver->GetHookset();
int texSlot = 0;
int intIdx = 0;
bool renderbuffer = false;
switch (texDetails.curType)
{
case eGL_RENDERBUFFER:
texSlot = RESTYPE_TEX2D;
renderbuffer = true;
break;
case eGL_TEXTURE_1D:
texSlot = RESTYPE_TEX1D;
break;
default:
RDCWARN("Unexpected texture type");
case eGL_TEXTURE_2D:
texSlot = RESTYPE_TEX2D;
break;
case eGL_TEXTURE_2D_MULTISAMPLE:
texSlot = RESTYPE_TEX2DMS;
break;
case eGL_TEXTURE_RECTANGLE:
texSlot = RESTYPE_TEXRECT;
break;
case eGL_TEXTURE_BUFFER:
texSlot = RESTYPE_TEXBUFFER;
break;
case eGL_TEXTURE_3D:
texSlot = RESTYPE_TEX3D;
break;
case eGL_TEXTURE_CUBE_MAP:
texSlot = RESTYPE_TEXCUBE;
break;
case eGL_TEXTURE_1D_ARRAY:
texSlot = RESTYPE_TEX1DARRAY;
break;
case eGL_TEXTURE_2D_ARRAY:
texSlot = RESTYPE_TEX2DARRAY;
break;
case eGL_TEXTURE_CUBE_MAP_ARRAY:
texSlot = RESTYPE_TEXCUBEARRAY;
break;
}
GLenum target = texDetails.curType;
GLuint texname = texDetails.resource.name;
// do blit from renderbuffer to texture, then sample from texture
if(renderbuffer)
{
// need replay context active to do blit (as FBOs aren't shared)
MakeCurrentReplayContext(&m_ReplayCtx);
GLuint curDrawFBO = 0;
GLuint curReadFBO = 0;
gl.glGetIntegerv(eGL_DRAW_FRAMEBUFFER_BINDING, (GLint*)&curDrawFBO);
gl.glGetIntegerv(eGL_READ_FRAMEBUFFER_BINDING, (GLint*)&curReadFBO);
gl.glBindFramebuffer(eGL_DRAW_FRAMEBUFFER, texDetails.renderbufferFBOs[1]);
gl.glBindFramebuffer(eGL_READ_FRAMEBUFFER, texDetails.renderbufferFBOs[0]);
gl.glBlitFramebuffer(0, 0, texDetails.width, texDetails.height,
0, 0, texDetails.width, texDetails.height,
GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT,
eGL_NEAREST);
gl.glBindFramebuffer(eGL_DRAW_FRAMEBUFFER, curDrawFBO);
gl.glBindFramebuffer(eGL_READ_FRAMEBUFFER, curReadFBO);
texname = texDetails.renderbufferReadTex;
target = eGL_TEXTURE_2D;
}
MakeCurrentReplayContext(m_DebugCtx);
gl.glBindBufferBase(eGL_UNIFORM_BUFFER, 0, DebugData.UBOs[0]);
HistogramCBufferData *cdata = (HistogramCBufferData *)gl.glMapBufferRange(eGL_UNIFORM_BUFFER, 0, sizeof(HistogramCBufferData),
GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT);
cdata->HistogramTextureResolution.x = (float)RDCMAX(details.width>>mip, 1U);
cdata->HistogramTextureResolution.y = (float)RDCMAX(details.height>>mip, 1U);
cdata->HistogramTextureResolution.z = (float)RDCMAX(details.depth>>mip, 1U);
cdata->HistogramSlice = (float)sliceFace;
cdata->HistogramMip = (int)mip;
cdata->HistogramNumSamples = texDetails.samples;
cdata->HistogramSample = (int)RDCCLAMP(sample, 0U, details.msSamp-1);
if(sample == ~0U) cdata->HistogramSample = -int(details.msSamp);
cdata->HistogramMin = 0.0f;
cdata->HistogramMax = 1.0f;
cdata->HistogramChannels = 0xf;
int progIdx = texSlot;
if(details.format.compType == eCompType_UInt)
{
progIdx |= TEXDISPLAY_UINT_TEX;
intIdx = 1;
}
if(details.format.compType == eCompType_SInt)
{
progIdx |= TEXDISPLAY_SINT_TEX;
intIdx = 2;
}
if(details.dimension == 3)
cdata->HistogramSlice = float(sliceFace)/float(details.depth);
int blocksX = (int)ceil(cdata->HistogramTextureResolution.x/float(HGRAM_PIXELS_PER_TILE*HGRAM_TILES_PER_BLOCK));
int blocksY = (int)ceil(cdata->HistogramTextureResolution.y/float(HGRAM_PIXELS_PER_TILE*HGRAM_TILES_PER_BLOCK));
gl.glUnmapBuffer(eGL_UNIFORM_BUFFER);
gl.glActiveTexture((RDCGLenum)(eGL_TEXTURE0 + texSlot));
gl.glBindTexture(target, texname);
if(texSlot == RESTYPE_TEXRECT || texSlot == RESTYPE_TEXBUFFER)
gl.glBindSampler(texSlot, DebugData.pointNoMipSampler);
else
gl.glBindSampler(texSlot, DebugData.pointSampler);
gl.glBindBufferBase(eGL_SHADER_STORAGE_BUFFER, 0, DebugData.minmaxTileResult);
gl.glUseProgram(DebugData.minmaxTileProgram[progIdx]);
gl.glDispatchCompute(blocksX, blocksY, 1);
gl.glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT);
gl.glBindBufferBase(eGL_SHADER_STORAGE_BUFFER, 0, DebugData.minmaxResult);
gl.glBindBufferBase(eGL_SHADER_STORAGE_BUFFER, 1, DebugData.minmaxTileResult);
gl.glUseProgram(DebugData.minmaxResultProgram[intIdx]);
gl.glDispatchCompute(1, 1, 1);
gl.glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT);
Vec4f minmax[2];
gl.glBindBuffer(eGL_COPY_READ_BUFFER, DebugData.minmaxResult);
gl.glGetBufferSubData(eGL_COPY_READ_BUFFER, 0, sizeof(minmax), minmax);
minval[0] = minmax[0].x;
minval[1] = minmax[0].y;
minval[2] = minmax[0].z;
minval[3] = minmax[0].w;
maxval[0] = minmax[1].x;
maxval[1] = minmax[1].y;
maxval[2] = minmax[1].z;
maxval[3] = minmax[1].w;
return true;
}
bool GLReplay::GetHistogram(ResourceId texid, uint32_t sliceFace, uint32_t mip, uint32_t sample, float minval, float maxval, bool channels[4], vector<uint32_t> &histogram)
{
if(minval >= maxval) return false;
if(m_pDriver->m_Textures.find(texid) == m_pDriver->m_Textures.end())
return false;
auto &texDetails = m_pDriver->m_Textures[texid];
FetchTexture details = GetTexture(texid);
const GLHookSet &gl = m_pDriver->GetHookset();
int texSlot = 0;
int intIdx = 0;
bool renderbuffer = false;
switch (texDetails.curType)
{
case eGL_RENDERBUFFER:
texSlot = RESTYPE_TEX2D;
renderbuffer = true;
break;
case eGL_TEXTURE_1D:
texSlot = RESTYPE_TEX1D;
break;
default:
RDCWARN("Unexpected texture type");
case eGL_TEXTURE_2D:
texSlot = RESTYPE_TEX2D;
break;
case eGL_TEXTURE_2D_MULTISAMPLE:
texSlot = RESTYPE_TEX2DMS;
break;
case eGL_TEXTURE_RECTANGLE:
texSlot = RESTYPE_TEXRECT;
break;
case eGL_TEXTURE_BUFFER:
texSlot = RESTYPE_TEXBUFFER;
break;
case eGL_TEXTURE_3D:
texSlot = RESTYPE_TEX3D;
break;
case eGL_TEXTURE_CUBE_MAP:
texSlot = RESTYPE_TEXCUBE;
break;
case eGL_TEXTURE_1D_ARRAY:
texSlot = RESTYPE_TEX1DARRAY;
break;
case eGL_TEXTURE_2D_ARRAY:
texSlot = RESTYPE_TEX2DARRAY;
break;
case eGL_TEXTURE_CUBE_MAP_ARRAY:
texSlot = RESTYPE_TEXCUBEARRAY;
break;
}
GLenum target = texDetails.curType;
GLuint texname = texDetails.resource.name;
// do blit from renderbuffer to texture, then sample from texture
if(renderbuffer)
{
// need replay context active to do blit (as FBOs aren't shared)
MakeCurrentReplayContext(&m_ReplayCtx);
GLuint curDrawFBO = 0;
GLuint curReadFBO = 0;
gl.glGetIntegerv(eGL_DRAW_FRAMEBUFFER_BINDING, (GLint*)&curDrawFBO);
gl.glGetIntegerv(eGL_READ_FRAMEBUFFER_BINDING, (GLint*)&curReadFBO);
gl.glBindFramebuffer(eGL_DRAW_FRAMEBUFFER, texDetails.renderbufferFBOs[1]);
gl.glBindFramebuffer(eGL_READ_FRAMEBUFFER, texDetails.renderbufferFBOs[0]);
gl.glBlitFramebuffer(0, 0, texDetails.width, texDetails.height,
0, 0, texDetails.width, texDetails.height,
GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT,
eGL_NEAREST);
gl.glBindFramebuffer(eGL_DRAW_FRAMEBUFFER, curDrawFBO);
gl.glBindFramebuffer(eGL_READ_FRAMEBUFFER, curReadFBO);
texname = texDetails.renderbufferReadTex;
target = eGL_TEXTURE_2D;
}
MakeCurrentReplayContext(m_DebugCtx);
gl.glBindBufferBase(eGL_UNIFORM_BUFFER, 0, DebugData.UBOs[0]);
HistogramCBufferData *cdata = (HistogramCBufferData *)gl.glMapBufferRange(eGL_UNIFORM_BUFFER, 0, sizeof(HistogramCBufferData),
GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT);
cdata->HistogramTextureResolution.x = (float)RDCMAX(details.width>>mip, 1U);
cdata->HistogramTextureResolution.y = (float)RDCMAX(details.height>>mip, 1U);
cdata->HistogramTextureResolution.z = (float)RDCMAX(details.depth>>mip, 1U);
cdata->HistogramSlice = (float)sliceFace;
cdata->HistogramMip = mip;
cdata->HistogramNumSamples = texDetails.samples;
cdata->HistogramSample = (int)RDCCLAMP(sample, 0U, details.msSamp-1);
if(sample == ~0U) cdata->HistogramSample = -int(details.msSamp);
cdata->HistogramMin = minval;
cdata->HistogramMax = maxval;
cdata->HistogramChannels = 0;
if(channels[0]) cdata->HistogramChannels |= 0x1;
if(channels[1]) cdata->HistogramChannels |= 0x2;
if(channels[2]) cdata->HistogramChannels |= 0x4;
if(channels[3]) cdata->HistogramChannels |= 0x8;
cdata->HistogramFlags = 0;
int progIdx = texSlot;
if(details.format.compType == eCompType_UInt)
{
progIdx |= TEXDISPLAY_UINT_TEX;
intIdx = 1;
}
if(details.format.compType == eCompType_SInt)
{
progIdx |= TEXDISPLAY_SINT_TEX;
intIdx = 2;
}
if(details.dimension == 3)
cdata->HistogramSlice = float(sliceFace)/float(details.depth);
int blocksX = (int)ceil(cdata->HistogramTextureResolution.x/float(HGRAM_PIXELS_PER_TILE*HGRAM_TILES_PER_BLOCK));
int blocksY = (int)ceil(cdata->HistogramTextureResolution.y/float(HGRAM_PIXELS_PER_TILE*HGRAM_TILES_PER_BLOCK));
gl.glUnmapBuffer(eGL_UNIFORM_BUFFER);
gl.glActiveTexture((RDCGLenum)(eGL_TEXTURE0 + texSlot));
gl.glBindTexture(target, texname);
if(texSlot == RESTYPE_TEXRECT || texSlot == RESTYPE_TEXBUFFER)
gl.glBindSampler(texSlot, DebugData.pointNoMipSampler);
else
gl.glBindSampler(texSlot, DebugData.pointSampler);
gl.glBindBufferBase(eGL_SHADER_STORAGE_BUFFER, 0, DebugData.histogramBuf);
GLuint zero = 0;
gl.glClearBufferData(eGL_SHADER_STORAGE_BUFFER, eGL_R32UI, eGL_RED, eGL_UNSIGNED_INT, &zero);
gl.glUseProgram(DebugData.histogramProgram[progIdx]);
gl.glDispatchCompute(blocksX, blocksY, 1);
gl.glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT);
histogram.clear();
histogram.resize(HGRAM_NUM_BUCKETS);
gl.glBindBuffer(eGL_COPY_READ_BUFFER, DebugData.histogramBuf);
gl.glGetBufferSubData(eGL_COPY_READ_BUFFER, 0, sizeof(uint32_t)*HGRAM_NUM_BUCKETS, &histogram[0]);
return true;
}
void GLReplay::PickPixel(ResourceId texture, uint32_t x, uint32_t y, uint32_t sliceFace, uint32_t mip, uint32_t sample, float pixel[4])
{
WrappedOpenGL &gl = *m_pDriver;
MakeCurrentReplayContext(m_DebugCtx);
gl.glBindFramebuffer(eGL_FRAMEBUFFER, DebugData.pickPixelFBO);
gl.glBindFramebuffer(eGL_READ_FRAMEBUFFER, DebugData.pickPixelFBO);
pixel[0] = pixel[1] = pixel[2] = pixel[3] = 0.0f;
gl.glClearBufferfv(eGL_COLOR, 0, pixel);
DebugData.outWidth = DebugData.outHeight = 1.0f;
gl.glViewport(0, 0, 1, 1);
{
TextureDisplay texDisplay;
texDisplay.Red = texDisplay.Green = texDisplay.Blue = texDisplay.Alpha = true;
texDisplay.FlipY = false;
texDisplay.HDRMul = -1.0f;
texDisplay.linearDisplayAsGamma = true;
texDisplay.mip = mip;
texDisplay.sampleIdx = sample;
texDisplay.CustomShader = ResourceId();
texDisplay.sliceFace = sliceFace;
texDisplay.rangemin = 0.0f;
texDisplay.rangemax = 1.0f;
texDisplay.scale = 1.0f;
texDisplay.texid = texture;
texDisplay.rawoutput = true;
texDisplay.offx = -float(x);
texDisplay.offy = -float(y);
RenderTexture(texDisplay);
}
gl.glReadPixels(0, 0, 1, 1, eGL_RGBA, eGL_FLOAT, (void *)pixel);
}
bool GLReplay::RenderTexture(TextureDisplay cfg)
{
WrappedOpenGL &gl = *m_pDriver;
auto &texDetails = m_pDriver->m_Textures[cfg.texid];
bool renderbuffer = false;
int intIdx = 0;
int resType;
switch (texDetails.curType)
{
case eGL_RENDERBUFFER:
resType = RESTYPE_TEX2D;
renderbuffer = true;
break;
case eGL_TEXTURE_1D:
resType = RESTYPE_TEX1D;
break;
default:
RDCWARN("Unexpected texture type");
case eGL_TEXTURE_2D:
resType = RESTYPE_TEX2D;
break;
case eGL_TEXTURE_2D_MULTISAMPLE:
resType = RESTYPE_TEX2DMS;
break;
case eGL_TEXTURE_RECTANGLE:
resType = RESTYPE_TEXRECT;
break;
case eGL_TEXTURE_BUFFER:
resType = RESTYPE_TEXBUFFER;
break;
case eGL_TEXTURE_3D:
resType = RESTYPE_TEX3D;
break;
case eGL_TEXTURE_CUBE_MAP:
resType = RESTYPE_TEXCUBE;
break;
case eGL_TEXTURE_1D_ARRAY:
resType = RESTYPE_TEX1DARRAY;
break;
case eGL_TEXTURE_2D_ARRAY:
resType = RESTYPE_TEX2DARRAY;
break;
case eGL_TEXTURE_CUBE_MAP_ARRAY:
resType = RESTYPE_TEXCUBEARRAY;
break;
}
GLuint texname = texDetails.resource.name;
GLenum target = texDetails.curType;
// do blit from renderbuffer to texture, then sample from texture
if(renderbuffer)
{
// need replay context active to do blit (as FBOs aren't shared)
MakeCurrentReplayContext(&m_ReplayCtx);
GLuint curDrawFBO = 0;
GLuint curReadFBO = 0;
gl.glGetIntegerv(eGL_DRAW_FRAMEBUFFER_BINDING, (GLint*)&curDrawFBO);
gl.glGetIntegerv(eGL_READ_FRAMEBUFFER_BINDING, (GLint*)&curReadFBO);
gl.glBindFramebuffer(eGL_DRAW_FRAMEBUFFER, texDetails.renderbufferFBOs[1]);
gl.glBindFramebuffer(eGL_READ_FRAMEBUFFER, texDetails.renderbufferFBOs[0]);
gl.glBlitFramebuffer(0, 0, texDetails.width, texDetails.height,
0, 0, texDetails.width, texDetails.height,
GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT,
eGL_NEAREST);
gl.glBindFramebuffer(eGL_DRAW_FRAMEBUFFER, curDrawFBO);
gl.glBindFramebuffer(eGL_READ_FRAMEBUFFER, curReadFBO);
texname = texDetails.renderbufferReadTex;
target = eGL_TEXTURE_2D;
}
MakeCurrentReplayContext(m_DebugCtx);
RDCGLenum dsTexMode = eGL_NONE;
if(IsDepthStencilFormat(texDetails.internalFormat))
{
if (!cfg.Red && cfg.Green)
{
dsTexMode = eGL_STENCIL_INDEX;
// Stencil texture sampling is not normalized in OpenGL
intIdx = 1;
float rangeScale;
switch (texDetails.internalFormat)
{
case eGL_STENCIL_INDEX1:
rangeScale = 1.0f;
break;
case eGL_STENCIL_INDEX4:
rangeScale = 16.0f;
break;
default:
RDCWARN("Unexpected raw format for stencil visualization");
case eGL_DEPTH24_STENCIL8:
case eGL_DEPTH32F_STENCIL8:
case eGL_STENCIL_INDEX8:
rangeScale = 256.0f;
break;
case eGL_STENCIL_INDEX16:
rangeScale = 65536.0f;
break;
}
cfg.rangemin *= rangeScale;
cfg.rangemax *= rangeScale;
}
else
dsTexMode = eGL_DEPTH_COMPONENT;
}
else
{
if(IsUIntFormat(texDetails.internalFormat))
intIdx = 1;
if(IsSIntFormat(texDetails.internalFormat))
intIdx = 2;
}
gl.glUseProgram(DebugData.texDisplayProg[intIdx]);
gl.glActiveTexture((RDCGLenum)(eGL_TEXTURE0 + resType));
gl.glBindTexture(target, texname);
GLint origDSTexMode = eGL_DEPTH_COMPONENT;
if (dsTexMode != eGL_NONE)
{
gl.glGetTexParameteriv(target, eGL_DEPTH_STENCIL_TEXTURE_MODE, &origDSTexMode);
gl.glTexParameteri(target, eGL_DEPTH_STENCIL_TEXTURE_MODE, dsTexMode);
}
int maxlevel = -1;
int clampmaxlevel = m_CachedTextures[cfg.texid].mips - 1;
gl.glGetTextureParameterivEXT(texname, target, eGL_TEXTURE_MAX_LEVEL, (GLint *)&maxlevel);
// need to ensure texture is mipmap complete by clamping TEXTURE_MAX_LEVEL.
if(clampmaxlevel != maxlevel)
{
gl.glTextureParameterivEXT(texname, target, eGL_TEXTURE_MAX_LEVEL, (GLint *)&clampmaxlevel);
}
else
{
maxlevel = -1;
}
if(cfg.mip == 0 && cfg.scale < 1.0f && dsTexMode == eGL_NONE && resType != RESTYPE_TEXBUFFER && resType != RESTYPE_TEXRECT)
{
gl.glBindSampler(resType, DebugData.linearSampler);
}
else
{
if(resType == RESTYPE_TEXRECT || resType == RESTYPE_TEX2DMS || resType == RESTYPE_TEXBUFFER)
gl.glBindSampler(resType, DebugData.pointNoMipSampler);
else
gl.glBindSampler(resType, DebugData.pointSampler);
}
GLint tex_x = texDetails.width, tex_y = texDetails.height, tex_z = texDetails.depth;
gl.glBindBufferBase(eGL_UNIFORM_BUFFER, 0, DebugData.UBOs[0]);
texdisplay *ubo = (texdisplay *)gl.glMapBufferRange(eGL_UNIFORM_BUFFER, 0, sizeof(texdisplay), GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT);
float x = cfg.offx;
float y = cfg.offy;
ubo->Position.x = x;
ubo->Position.y = y;
ubo->Scale = cfg.scale;
if(cfg.scale <= 0.0f)
{
float xscale = DebugData.outWidth/float(tex_x);
float yscale = DebugData.outHeight/float(tex_y);
ubo->Scale = RDCMIN(xscale, yscale);
if(yscale > xscale)
{
ubo->Position.x = 0;
ubo->Position.y = (DebugData.outHeight-(tex_y*ubo->Scale) )*0.5f;
}
else
{
ubo->Position.y = 0;
ubo->Position.x = (DebugData.outWidth-(tex_x*ubo->Scale) )*0.5f;
}
}
ubo->HDRMul = cfg.HDRMul;
ubo->FlipY = cfg.FlipY ? 1 : 0;
if(cfg.rangemax <= cfg.rangemin) cfg.rangemax += 0.00001f;
if (dsTexMode == eGL_NONE)
{
ubo->Channels.x = cfg.Red ? 1.0f : 0.0f;
ubo->Channels.y = cfg.Green ? 1.0f : 0.0f;
ubo->Channels.z = cfg.Blue ? 1.0f : 0.0f;
ubo->Channels.w = cfg.Alpha ? 1.0f : 0.0f;
}
else
{
// Both depth and stencil texture mode use the red channel
ubo->Channels.x = 1.0f;
ubo->Channels.y = 0.0f;
ubo->Channels.z = 0.0f;
ubo->Channels.w = 0.0f;
}
ubo->RangeMinimum = cfg.rangemin;
ubo->InverseRangeSize = 1.0f/(cfg.rangemax-cfg.rangemin);
ubo->MipLevel = (float)cfg.mip;
ubo->Slice = (float)cfg.sliceFace;
ubo->OutputDisplayFormat = resType;
if(cfg.overlay == eTexOverlay_NaN)
ubo->OutputDisplayFormat |= TEXDISPLAY_NANS;
if(cfg.overlay == eTexOverlay_Clipping)
ubo->OutputDisplayFormat |= TEXDISPLAY_CLIPPING;
if(!IsSRGBFormat(texDetails.internalFormat) && cfg.linearDisplayAsGamma)
ubo->OutputDisplayFormat |= TEXDISPLAY_GAMMA_CURVE;
ubo->RawOutput = cfg.rawoutput ? 1 : 0;
ubo->TextureResolutionPS.x = float(tex_x);
ubo->TextureResolutionPS.y = float(tex_y);
ubo->TextureResolutionPS.z = float(tex_z);
float mipScale = float(1<<cfg.mip);
ubo->Scale *= mipScale;
ubo->TextureResolutionPS.x /= mipScale;
ubo->TextureResolutionPS.y /= mipScale;
ubo->TextureResolutionPS.z /= mipScale;
ubo->OutputRes.x = DebugData.outWidth;
ubo->OutputRes.y = DebugData.outHeight;
ubo->NumSamples = texDetails.samples;
ubo->SampleIdx = (int)RDCCLAMP(cfg.sampleIdx, 0U, (uint32_t)texDetails.samples-1);
// hacky resolve
if(cfg.sampleIdx == ~0U) ubo->SampleIdx = -1;
gl.glUnmapBuffer(eGL_UNIFORM_BUFFER);
if(cfg.rawoutput)
{
gl.glDisable(eGL_BLEND);
}
else
{
gl.glEnable(eGL_BLEND);
gl.glBlendFunc(eGL_SRC_ALPHA, eGL_ONE_MINUS_SRC_ALPHA);
}
gl.glDisable(eGL_DEPTH_TEST);
gl.glEnable(eGL_FRAMEBUFFER_SRGB);
gl.glBindVertexArray(DebugData.emptyVAO);
gl.glDrawArrays(eGL_TRIANGLE_STRIP, 0, 4);
if(maxlevel >= 0)
gl.glTextureParameterivEXT(texname, target, eGL_TEXTURE_MAX_LEVEL, (GLint *)&maxlevel);
gl.glBindSampler(0, 0);
if (dsTexMode != eGL_NONE)
gl.glTexParameteri(target, eGL_DEPTH_STENCIL_TEXTURE_MODE, origDSTexMode);
return true;
}
void GLReplay::RenderCheckerboard(Vec3f light, Vec3f dark)
{
MakeCurrentReplayContext(m_DebugCtx);
WrappedOpenGL &gl = *m_pDriver;
gl.glUseProgram(DebugData.checkerProg);
gl.glDisable(eGL_DEPTH_TEST);
gl.glBindBufferBase(eGL_UNIFORM_BUFFER, 0, DebugData.UBOs[0]);
Vec4f *ubo = (Vec4f *)gl.glMapBufferRange(eGL_UNIFORM_BUFFER, 0, sizeof(Vec4f)*2, GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT);
ubo[0] = Vec4f(light.x, light.y, light.z, 1.0f);
ubo[1] = Vec4f(dark.x, dark.y, dark.z, 1.0f);
gl.glUnmapBuffer(eGL_UNIFORM_BUFFER);
gl.glBindVertexArray(DebugData.emptyVAO);
gl.glDrawArrays(eGL_TRIANGLE_STRIP, 0, 4);
}
void GLReplay::RenderHighlightBox(float w, float h, float scale)
{
MakeCurrentReplayContext(m_DebugCtx);
const float xpixdim = 2.0f/w;
const float ypixdim = 2.0f/h;
const float xdim = scale*xpixdim;
const float ydim = scale*ypixdim;
WrappedOpenGL &gl = *m_pDriver;
gl.glUseProgram(DebugData.genericProg);
GLint offsetLoc = gl.glGetUniformLocation(DebugData.genericProg, "RENDERDOC_GenericVS_Offset");
GLint scaleLoc = gl.glGetUniformLocation(DebugData.genericProg, "RENDERDOC_GenericVS_Scale");
GLint colLoc = gl.glGetUniformLocation(DebugData.genericProg, "RENDERDOC_GenericFS_Color");
Vec4f offsetVal(0.0f, 0.0f, 0.0f, 0.0f);
Vec4f scaleVal(xdim, ydim, 1.0f, 1.0f);
Vec4f colVal(1.0f, 1.0f, 1.0f, 1.0f);
gl.glUniform4fv(offsetLoc, 1, &offsetVal.x);
gl.glUniform4fv(scaleLoc, 1, &scaleVal.x);
gl.glUniform4fv(colLoc, 1, &colVal.x);
gl.glDisable(eGL_DEPTH_TEST);
gl.glBindVertexArray(DebugData.outlineStripVAO);
gl.glDrawArrays(eGL_LINE_LOOP, 0, 4);
offsetVal = Vec4f(-xpixdim, ypixdim, 0.0f, 0.0f);
scaleVal = Vec4f(xdim+xpixdim*2, ydim+ypixdim*2, 1.0f, 1.0f);
colVal = Vec4f(0.0f, 0.0f, 0.0f, 1.0f);
gl.glUniform4fv(offsetLoc, 1, &offsetVal.x);
gl.glUniform4fv(scaleLoc, 1, &scaleVal.x);
gl.glUniform4fv(colLoc, 1, &colVal.x);
gl.glBindVertexArray(DebugData.outlineStripVAO);
gl.glDrawArrays(eGL_LINE_LOOP, 0, 4);
}
ResourceId GLReplay::RenderOverlay(ResourceId texid, TextureDisplayOverlay overlay, uint32_t frameID, uint32_t eventID, const vector<uint32_t> &passEvents)
{
WrappedOpenGL &gl = *m_pDriver;
MakeCurrentReplayContext(&m_ReplayCtx);
GLuint curProg = 0;
gl.glGetIntegerv(eGL_CURRENT_PROGRAM, (GLint*)&curProg);
GLuint curDrawFBO = 0;
GLuint curReadFBO = 0;
gl.glGetIntegerv(eGL_DRAW_FRAMEBUFFER_BINDING, (GLint*)&curDrawFBO);
gl.glGetIntegerv(eGL_READ_FRAMEBUFFER_BINDING, (GLint*)&curReadFBO);
void *ctx = m_ReplayCtx.ctx;
auto &progDetails = m_pDriver->m_Programs[m_pDriver->GetResourceManager()->GetID(ProgramRes(ctx, curProg))];
if(progDetails.colOutProg == 0)
{
progDetails.colOutProg = gl.glCreateProgram();
GLuint shad = gl.glCreateShader(eGL_FRAGMENT_SHADER);
const char *src = DebugData.genericfsSource.c_str();
gl.glShaderSource(shad, 1, &src, NULL);
gl.glCompileShader(shad);
gl.glAttachShader(progDetails.colOutProg, shad);
gl.glDeleteShader(shad);
for(size_t i=0; i < progDetails.shaders.size(); i++)
{
const auto &shadDetails = m_pDriver->m_Shaders[progDetails.shaders[i]];
if(shadDetails.type != eGL_FRAGMENT_SHADER)
{
shad = gl.glCreateShader(shadDetails.type);
char **srcs = new char *[shadDetails.sources.size()];
for(size_t s=0; s < shadDetails.sources.size(); s++)
srcs[s] = (char *)shadDetails.sources[s].c_str();
gl.glShaderSource(shad, (GLsizei)shadDetails.sources.size(), srcs, NULL);
SAFE_DELETE_ARRAY(srcs);
gl.glCompileShader(shad);
gl.glAttachShader(progDetails.colOutProg, shad);
gl.glDeleteShader(shad);
}
}
gl.glLinkProgram(progDetails.colOutProg);
}
auto &texDetails = m_pDriver->m_Textures[texid];
if(DebugData.overlayTexWidth != texDetails.width || DebugData.overlayTexHeight != texDetails.height)
{
if(DebugData.overlayFBO)
{
gl.glDeleteFramebuffers(1, &DebugData.overlayFBO);
gl.glDeleteTextures(1, &DebugData.overlayTex);
}
gl.glGenFramebuffers(1, &DebugData.overlayFBO);
gl.glBindFramebuffer(eGL_FRAMEBUFFER, DebugData.overlayFBO);
GLuint curTex = 0;
gl.glGetIntegerv(eGL_TEXTURE_BINDING_2D, (GLint*)&curTex);
gl.glGenTextures(1, &DebugData.overlayTex);
gl.glBindTexture(eGL_TEXTURE_2D, DebugData.overlayTex);
DebugData.overlayTexWidth = texDetails.width;
DebugData.overlayTexHeight = texDetails.height;
gl.glTexStorage2D(eGL_TEXTURE_2D, 1, eGL_SRGB8_ALPHA8, texDetails.width, texDetails.height);
gl.glTexParameteri(eGL_TEXTURE_2D, eGL_TEXTURE_MIN_FILTER, eGL_NEAREST);
gl.glTexParameteri(eGL_TEXTURE_2D, eGL_TEXTURE_MAG_FILTER, eGL_NEAREST);
gl.glTexParameteri(eGL_TEXTURE_2D, eGL_TEXTURE_WRAP_S, eGL_CLAMP_TO_EDGE);
gl.glTexParameteri(eGL_TEXTURE_2D, eGL_TEXTURE_WRAP_T, eGL_CLAMP_TO_EDGE);
gl.glFramebufferTexture(eGL_FRAMEBUFFER, eGL_COLOR_ATTACHMENT0, DebugData.overlayTex, 0);
gl.glBindTexture(eGL_TEXTURE_2D, curTex);
}
gl.glBindFramebuffer(eGL_FRAMEBUFFER, DebugData.overlayFBO);
if(overlay == eTexOverlay_NaN || overlay == eTexOverlay_Clipping)
{
// just need the basic texture
float black[] = { 0.0f, 0.0f, 0.0f, 0.0f };
gl.glClearBufferfv(eGL_COLOR, 0, black);
}
else if(overlay == eTexOverlay_Drawcall)
{
gl.glUseProgram(progDetails.colOutProg);
CopyProgramUniforms(gl.m_Real, curProg, progDetails.colOutProg);
float black[] = { 0.0f, 0.0f, 0.0f, 0.5f };
gl.glClearBufferfv(eGL_COLOR, 0, black);
GLint colLoc = gl.glGetUniformLocation(progDetails.colOutProg, "RENDERDOC_GenericFS_Color");
float colVal[] = { 0.8f, 0.1f, 0.8f, 1.0f };
gl.glUniform4fv(colLoc, 1, colVal);
ReplayLog(frameID, 0, eventID, eReplay_OnlyDraw);
gl.glUseProgram(curProg);
}
else if(overlay == eTexOverlay_DepthBoth || overlay == eTexOverlay_StencilBoth)
{
gl.glUseProgram(progDetails.colOutProg);
CopyProgramUniforms(gl.m_Real, curProg, progDetails.colOutProg);
float black[] = { 0.0f, 0.0f, 0.0f, 0.0f };
gl.glClearBufferfv(eGL_COLOR, 0, black);
GLint depthTest = GL_FALSE;
gl.glGetIntegerv(eGL_DEPTH_TEST, (GLint*)&depthTest);
GLint depthMask = GL_FALSE;
gl.glGetIntegerv(eGL_DEPTH_WRITEMASK, (GLint*)&depthMask);
GLint stencilTest = GL_FALSE;
gl.glGetIntegerv(eGL_STENCIL_TEST, (GLint*)&stencilTest);
GLuint stencilMaskFront = 0xff;
gl.glGetIntegerv(eGL_STENCIL_WRITEMASK, (GLint*)&stencilMaskFront);
GLuint stencilMaskBack = 0xff;
gl.glGetIntegerv(eGL_STENCIL_BACK_WRITEMASK, (GLint*)&stencilMaskBack);
gl.glDisable(eGL_DEPTH_TEST);
gl.glDepthMask(GL_FALSE);
gl.glDisable(eGL_STENCIL_TEST);
gl.glStencilMask(0);
GLint colLoc = gl.glGetUniformLocation(progDetails.colOutProg, "RENDERDOC_GenericFS_Color");
float red[] = { 1.0f, 0.0f, 0.0f, 1.0f };
gl.glUniform4fv(colLoc, 1, red);
ReplayLog(frameID, 0, eventID, eReplay_OnlyDraw);
GLuint curDepth = 0, curStencil = 0;
gl.glGetNamedFramebufferAttachmentParameterivEXT(curDrawFBO, eGL_DEPTH_ATTACHMENT, eGL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME, (GLint*)&curDepth);
gl.glGetNamedFramebufferAttachmentParameterivEXT(curDrawFBO, eGL_STENCIL_ATTACHMENT, eGL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME, (GLint*)&curStencil);
GLuint depthCopy = 0, stencilCopy = 0;
// TODO fetch mip in use
// TODO handle non-2D and fetch slice
GLint mip = 0;
// create matching depth for existing FBO
if(curDepth != 0)
{
GLuint curTex = 0;
gl.glGetIntegerv(eGL_TEXTURE_BINDING_2D, (GLint*)&curTex);
GLenum fmt;
gl.glGetTextureLevelParameterivEXT(curDepth, eGL_TEXTURE_2D, mip, eGL_TEXTURE_INTERNAL_FORMAT, (GLint *)&fmt);
gl.glGenTextures(1, &depthCopy);
gl.glBindTexture(eGL_TEXTURE_2D, depthCopy);
gl.glTexStorage2D(eGL_TEXTURE_2D, 1, fmt, DebugData.overlayTexWidth, DebugData.overlayTexHeight);
gl.glTexParameteri(eGL_TEXTURE_2D, eGL_TEXTURE_MIN_FILTER, eGL_NEAREST);
gl.glTexParameteri(eGL_TEXTURE_2D, eGL_TEXTURE_MAG_FILTER, eGL_NEAREST);
gl.glTexParameteri(eGL_TEXTURE_2D, eGL_TEXTURE_WRAP_S, eGL_CLAMP_TO_EDGE);
gl.glTexParameteri(eGL_TEXTURE_2D, eGL_TEXTURE_WRAP_T, eGL_CLAMP_TO_EDGE);
gl.glBindTexture(eGL_TEXTURE_2D, curTex);
}
// create matching separate stencil if relevant
if(curStencil != curDepth && curStencil != 0)
{
GLuint curTex = 0;
gl.glGetIntegerv(eGL_TEXTURE_BINDING_2D, (GLint*)&curTex);
GLenum fmt;
gl.glGetTextureLevelParameterivEXT(curStencil, eGL_TEXTURE_2D, mip, eGL_TEXTURE_INTERNAL_FORMAT, (GLint *)&fmt);
gl.glGenTextures(1, &stencilCopy);
gl.glBindTexture(eGL_TEXTURE_2D, stencilCopy);
gl.glTexStorage2D(eGL_TEXTURE_2D, 1, fmt, DebugData.overlayTexWidth, DebugData.overlayTexHeight);
gl.glTexParameteri(eGL_TEXTURE_2D, eGL_TEXTURE_MIN_FILTER, eGL_NEAREST);
gl.glTexParameteri(eGL_TEXTURE_2D, eGL_TEXTURE_MAG_FILTER, eGL_NEAREST);
gl.glTexParameteri(eGL_TEXTURE_2D, eGL_TEXTURE_WRAP_S, eGL_CLAMP_TO_EDGE);
gl.glTexParameteri(eGL_TEXTURE_2D, eGL_TEXTURE_WRAP_T, eGL_CLAMP_TO_EDGE);
gl.glBindTexture(eGL_TEXTURE_2D, curTex);
}
// bind depth/stencil to overlay FBO
if(curDepth != 0 && curDepth == curStencil)
gl.glFramebufferTexture(eGL_DRAW_FRAMEBUFFER, eGL_DEPTH_STENCIL_ATTACHMENT, depthCopy, mip);
else if(curDepth != 0)
gl.glFramebufferTexture(eGL_DRAW_FRAMEBUFFER, eGL_DEPTH_ATTACHMENT, depthCopy, mip);
else if(curStencil != 0)
gl.glFramebufferTexture(eGL_DRAW_FRAMEBUFFER, eGL_STENCIL_ATTACHMENT, stencilCopy, mip);
gl.glBindFramebuffer(eGL_READ_FRAMEBUFFER, curDrawFBO);
float green[] = { 0.0f, 1.0f, 0.0f, 1.0f };
gl.glUniform4fv(colLoc, 1, green);
if(overlay == eTexOverlay_DepthBoth)
{
if(depthTest)
gl.glEnable(eGL_DEPTH_TEST);
else
gl.glDisable(eGL_DEPTH_TEST);
if(depthMask)
gl.glDepthMask(GL_TRUE);
else
gl.glDepthMask(GL_FALSE);
}
else
{
if(stencilTest)
gl.glEnable(eGL_STENCIL_TEST);
else
gl.glDisable(eGL_STENCIL_TEST);
gl.glStencilMaskSeparate(eGL_FRONT, stencilMaskFront);
gl.glStencilMaskSeparate(eGL_BACK, stencilMaskBack);
}
// get latest depth/stencil from read FBO (existing FBO) into draw FBO (overlay FBO)
gl.glBlitFramebuffer(0, 0, DebugData.overlayTexWidth, DebugData.overlayTexHeight,
0, 0, DebugData.overlayTexWidth, DebugData.overlayTexHeight,
GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT, eGL_NEAREST);
ReplayLog(frameID, 0, eventID, eReplay_OnlyDraw);
// unset and delete temp depth/stencil
gl.glFramebufferTexture(eGL_DRAW_FRAMEBUFFER, eGL_DEPTH_STENCIL_ATTACHMENT, 0, 0);
if(depthCopy != 0) gl.glDeleteTextures(1, &depthCopy);
if(stencilCopy != 0) gl.glDeleteTextures(1, &stencilCopy);
if(depthTest)
gl.glEnable(eGL_DEPTH_TEST);
else
gl.glDisable(eGL_DEPTH_TEST);
gl.glDepthMask(depthMask ? GL_TRUE : GL_FALSE);
if(stencilTest)
gl.glEnable(eGL_STENCIL_TEST);
else
gl.glDisable(eGL_STENCIL_TEST);
gl.glStencilMaskSeparate(eGL_FRONT, stencilMaskFront);
gl.glStencilMaskSeparate(eGL_BACK, stencilMaskBack);
gl.glUseProgram(curProg);
}
else if(overlay == eTexOverlay_Wireframe)
{
gl.glUseProgram(progDetails.colOutProg);
CopyProgramUniforms(gl.m_Real, curProg, progDetails.colOutProg);
float wireCol[] = { 200.0f/255.0f, 255.0f/255.0f, 0.0f/255.0f, 0.0f };
gl.glClearBufferfv(eGL_COLOR, 0, wireCol);
GLint colLoc = gl.glGetUniformLocation(progDetails.colOutProg, "RENDERDOC_GenericFS_Color");
wireCol[3] = 1.0f;
gl.glUniform4fv(colLoc, 1, wireCol);
GLint depthTest = GL_FALSE;
gl.glGetIntegerv(eGL_DEPTH_TEST, (GLint*)&depthTest);
GLenum polyMode = eGL_FILL;
if(!VendorCheck[VendorCheck_AMD_polygon_mode_query])
gl.glGetIntegerv(eGL_POLYGON_MODE, (GLint*)&polyMode);
gl.glDisable(eGL_DEPTH_TEST);
gl.glPolygonMode(eGL_FRONT_AND_BACK, eGL_LINE);
ReplayLog(frameID, 0, eventID, eReplay_OnlyDraw);
if(depthTest)
gl.glEnable(eGL_DEPTH_TEST);
if(polyMode != eGL_LINE)
gl.glPolygonMode(eGL_FRONT_AND_BACK, polyMode);
gl.glUseProgram(curProg);
}
else if(overlay == eTexOverlay_ViewportScissor)
{
float col[] = { 0.0f, 0.0f, 0.0f, 0.0f };
gl.glClearBufferfv(eGL_COLOR, 0, col);
GLint depthTest = GL_FALSE;
gl.glGetIntegerv(eGL_DEPTH_TEST, (GLint*)&depthTest);
GLint depthMask = GL_FALSE;
gl.glGetIntegerv(eGL_DEPTH_WRITEMASK, (GLint*)&depthMask);
GLint stencilTest = GL_FALSE;
gl.glGetIntegerv(eGL_STENCIL_TEST, (GLint*)&stencilTest);
GLuint stencilMaskFront = 0;
gl.glGetIntegerv(eGL_STENCIL_WRITEMASK, (GLint*)&stencilMaskFront);
GLuint stencilMaskBack = 0;
gl.glGetIntegerv(eGL_STENCIL_BACK_WRITEMASK, (GLint*)&stencilMaskBack);
GLint cullMask = GL_FALSE;
gl.glGetIntegerv(eGL_CULL_FACE, (GLint*)&cullMask);
GLint scissorTest = GL_FALSE;
gl.glGetIntegeri_v(eGL_SCISSOR_TEST, 0, (GLint*)&scissorTest);
gl.glDisable(eGL_DEPTH_TEST);
gl.glDepthMask(GL_FALSE);
gl.glDisable(eGL_STENCIL_TEST);
gl.glStencilMaskSeparate(eGL_FRONT, 0);
gl.glStencilMaskSeparate(eGL_BACK, 0);
gl.glDisable(eGL_CULL_FACE);
gl.glDisablei(eGL_SCISSOR_TEST, 0);
gl.glUseProgram(DebugData.replayQuadProg);
GLint colLoc = gl.glGetUniformLocation(DebugData.replayQuadProg, "RENDERDOC_GenericFS_Color");
float viewportConsts[] = { 0.15f, 0.3f, 0.6f, 0.3f };
gl.glUniform4fv(colLoc, 1, viewportConsts);
gl.glDrawArrays(eGL_TRIANGLE_STRIP, 0, 4);
gl.glEnablei(eGL_SCISSOR_TEST, 0);
float scissorConsts[] = { 0.5f, 0.6f, 0.8f, 0.3f };
gl.glUniform4fv(colLoc, 1, scissorConsts);
gl.glDrawArrays(eGL_TRIANGLE_STRIP, 0, 4);
if(depthTest)
gl.glEnable(eGL_DEPTH_TEST);
else
gl.glDisable(eGL_DEPTH_TEST);
gl.glDepthMask(depthMask ? GL_TRUE : GL_FALSE);
if(stencilTest)
gl.glEnable(eGL_STENCIL_TEST);
else
gl.glDisable(eGL_STENCIL_TEST);
gl.glStencilMaskSeparate(eGL_FRONT, stencilMaskFront);
gl.glStencilMaskSeparate(eGL_BACK, stencilMaskBack);
if(cullMask)
gl.glEnable(eGL_CULL_FACE);
else
gl.glDisable(eGL_CULL_FACE);
if(scissorTest)
gl.glEnablei(eGL_SCISSOR_TEST, 0);
else
gl.glDisablei(eGL_SCISSOR_TEST, 0);
gl.glUseProgram(curProg);
}
gl.glBindFramebuffer(eGL_DRAW_FRAMEBUFFER, curDrawFBO);
gl.glBindFramebuffer(eGL_READ_FRAMEBUFFER, curReadFBO);
return m_pDriver->GetResourceManager()->GetID(TextureRes(ctx, DebugData.overlayTex));
}
void GLReplay::InitPostVSBuffers(uint32_t frameID, uint32_t eventID)
{
auto idx = std::make_pair(frameID, eventID);
if(m_PostVSData.find(idx) != m_PostVSData.end())
return;
MakeCurrentReplayContext(&m_ReplayCtx);
void *ctx = m_ReplayCtx.ctx;
WrappedOpenGL &gl = *m_pDriver;
GLResourceManager *rm = m_pDriver->GetResourceManager();
GLRenderState rs(&gl.GetHookset(), NULL, READING);
rs.FetchState(ctx, &gl);
GLuint elArrayBuffer = 0;
if(rs.VAO)
gl.glGetIntegerv(eGL_ELEMENT_ARRAY_BUFFER_BINDING, (GLint *)&elArrayBuffer);
// reflection structures
ShaderReflection *vsRefl = NULL;
ShaderReflection *tesRefl = NULL;
ShaderReflection *gsRefl = NULL;
// non-program used separable programs of each shader.
// we'll add our feedback varings to these programs, relink,
// and combine into a pipeline for use.
GLuint vsProg = 0;
GLuint tcsProg = 0;
GLuint tesProg = 0;
GLuint gsProg = 0;
// these are the 'real' programs with uniform values that we need
// to copy over to our separable programs.
GLuint vsProgSrc = 0;
GLuint tcsProgSrc = 0;
GLuint tesProgSrc = 0;
GLuint gsProgSrc = 0;
if(rs.Program == 0)
{
if(rs.Pipeline == 0)
{
return;
}
else
{
ResourceId id = rm->GetID(ProgramPipeRes(ctx, rs.Pipeline));
auto &pipeDetails = m_pDriver->m_Pipelines[id];
if(pipeDetails.stageShaders[0] != ResourceId())
{
vsRefl = GetShader(pipeDetails.stageShaders[0]);
vsProg = m_pDriver->m_Shaders[pipeDetails.stageShaders[0]].prog;
vsProgSrc = rm->GetCurrentResource(pipeDetails.stagePrograms[0]).name;
}
if(pipeDetails.stageShaders[1] != ResourceId())
{
tcsProg = m_pDriver->m_Shaders[pipeDetails.stageShaders[1]].prog;
tcsProgSrc = rm->GetCurrentResource(pipeDetails.stagePrograms[1]).name;
}
if(pipeDetails.stageShaders[2] != ResourceId())
{
tesRefl = GetShader(pipeDetails.stageShaders[2]);
tesProg = m_pDriver->m_Shaders[pipeDetails.stageShaders[2]].prog;
tesProgSrc = rm->GetCurrentResource(pipeDetails.stagePrograms[2]).name;
}
if(pipeDetails.stageShaders[3] != ResourceId())
{
gsRefl = GetShader(pipeDetails.stageShaders[3]);
gsProg = m_pDriver->m_Shaders[pipeDetails.stageShaders[3]].prog;
gsProgSrc = rm->GetCurrentResource(pipeDetails.stagePrograms[3]).name;
}
}
}
else
{
auto &progDetails = m_pDriver->m_Programs[rm->GetID(ProgramRes(ctx, rs.Program))];
if(progDetails.stageShaders[0] != ResourceId())
{
vsRefl = GetShader(progDetails.stageShaders[0]);
vsProg = m_pDriver->m_Shaders[progDetails.stageShaders[0]].prog;
}
if(progDetails.stageShaders[1] != ResourceId())
{
tcsProg = m_pDriver->m_Shaders[progDetails.stageShaders[1]].prog;
}
if(progDetails.stageShaders[2] != ResourceId())
{
tesRefl = GetShader(progDetails.stageShaders[2]);
tesProg = m_pDriver->m_Shaders[progDetails.stageShaders[2]].prog;
}
if(progDetails.stageShaders[3] != ResourceId())
{
gsRefl = GetShader(progDetails.stageShaders[3]);
gsProg = m_pDriver->m_Shaders[progDetails.stageShaders[3]].prog;
}
vsProgSrc = tcsProgSrc = tesProgSrc = gsProgSrc = rs.Program;
}
if(vsRefl == NULL)
{
// no vertex shader bound (no vertex processing - compute only program
// or no program bound, for a clear etc)
m_PostVSData[idx] = GLPostVSData();
return;
}
const FetchDrawcall *drawcall = m_pDriver->GetDrawcall(frameID, eventID);
if(drawcall->numIndices == 0)
{
// draw is 0 length, nothing to do
m_PostVSData[idx] = GLPostVSData();
return;
}
GLenum gsOutputType = eGL_NONE;
if(gsProg)
gl.glGetProgramiv(gsProg, eGL_GEOMETRY_OUTPUT_TYPE, (GLint *)&gsOutputType);
vector<const char *> varyings;
// we don't want to do any work, so just discard before rasterizing
gl.glEnable(eGL_RASTERIZER_DISCARD);
// copy attrib locations from real program
for(int32_t i=0; i < vsRefl->InputSig.count; i++)
{
GLint idx = gl.glGetAttribLocation(vsProgSrc, vsRefl->InputSig[i].varName.elems);
gl.glBindAttribLocation(vsProg, (GLuint)idx, vsRefl->InputSig[i].varName.elems);
}
varyings.clear();
uint32_t stride = 0;
uint32_t posoffset = ~0U;
for(int32_t i=0; i < vsRefl->OutputSig.count; i++)
{
varyings.push_back(vsRefl->OutputSig[i].varName.elems);
if(!strcmp(vsRefl->OutputSig[i].varName.elems, "gl_Position"))
posoffset = stride;
stride += sizeof(float)*vsRefl->OutputSig[i].compCount;
}
// this is REALLY ugly, but I've seen problems with varying specification, so we try and
// do some fixup by removing prefixes from the results we got from PROGRAM_OUTPUT.
//
// the problem I've seen is:
//
// struct vertex
// {
// vec4 Color;
// };
//
// layout(location = 0) out vertex Out;
//
// (from g_truc gl-410-primitive-tessellation-2). On AMD the varyings are what you might expect (from
// the PROGRAM_OUTPUT interface names reflected out): "Out.Color", "gl_Position"
// however nvidia complains unless you use "Color", "gl_Position". This holds even if you add other
// variables to the vertex struct.
//
// strangely another sample that in-lines the output block like so:
//
// out block
// {
// vec2 Texcoord;
// } Out;
//
// uses "block.Texcoord" (reflected name from PROGRAM_OUTPUT and accepted by varyings string on both
// vendors). This is inconsistent as it's type.member not structname.member as move.
//
// The spec is very vague on exactly what these names should be, so I can't say which is correct
// out of these three possibilities.
//
// So our 'fix' is to loop while we have problems linking with the varyings (since we know otherwise
// linking should succeed, as we only get here with a successfully linked separable program - if it fails
// to link, it's assigned 0 earlier) and remove any prefixes from variables seen in the link error string.
// The error string is something like:
// "error: Varying (named Out.Color) specified but not present in the program object."
//
// Yeh. Ugly. Not guaranteed to work at all, but hopefully the common case will just be a single block
// without any nesting so this might work.
// At least we don't have to reallocate strings all over, since the memory is
// already owned elsewhere, we just need to modify pointers to trim prefixes. Bright side?
GLint status = 0;
bool finished = false;
while(true)
{
// specify current varyings & relink
gl.glTransformFeedbackVaryings(vsProg, (GLsizei)varyings.size(), &varyings[0], eGL_INTERLEAVED_ATTRIBS);
gl.glLinkProgram(vsProg);
gl.glGetProgramiv(vsProg, eGL_LINK_STATUS, &status);
// all good! Hopefully we'll mostly hit this
if(status == 1)
break;
// if finished is true, this was our last attempt - there are no
// more fixups possible
if(finished)
break;
char buffer[1025] = {0};
gl.glGetProgramInfoLog(vsProg, 1024, NULL, buffer);
// assume we're finished and can't retry any more after this.
// if we find a potential 'fixup' we'll set this back to false
finished = true;
// see if any of our current varyings are present in the buffer string
for(size_t i=0; i < varyings.size(); i++)
{
if(strstr(buffer, varyings[i]))
{
const char *prefix_removed = strchr(varyings[i], '.');
// does it contain a prefix?
if(prefix_removed)
{
prefix_removed++; // now this is our string without the prefix
// first check this won't cause a duplicate - if it does, we have to try something else
bool duplicate = false;
for(size_t j=0; j < varyings.size(); j++)
{
if(!strcmp(varyings[j], prefix_removed))
{
duplicate = true;
break;
}
}
if(!duplicate)
{
// we'll attempt this fixup
RDCWARN("Attempting XFB varying fixup, subst '%s' for '%s'", varyings[i], prefix_removed);
varyings[i] = prefix_removed;
finished = false;
// don't try more than one at once (just in case)
break;
}
}
}
}
}
if(status == 0)
{
char buffer[1025] = {0};
gl.glGetProgramInfoLog(vsProg, 1024, NULL, buffer);
RDCERR("Failed to fix-up. Link error making xfb vs program: %s", buffer);
m_PostVSData[idx] = GLPostVSData();
return;
}
// make a pipeline to contain just the vertex shader
GLuint vsFeedbackPipe = 0;
gl.glGenProgramPipelines(1, &vsFeedbackPipe);
// bind the separable vertex program to it
gl.glUseProgramStages(vsFeedbackPipe, eGL_VERTEX_SHADER_BIT, vsProg);
// copy across any uniform values, bindings etc from the real program containing
// the vertex stage
CopyProgramUniforms(gl.GetHookset(), vsProgSrc, vsProg);
// bind our program and do the feedback draw
gl.glUseProgram(0);
gl.glBindProgramPipeline(vsFeedbackPipe);
gl.glBindTransformFeedback(eGL_TRANSFORM_FEEDBACK, DebugData.feedbackObj);
// need to rebind this here because of an AMD bug that seems to ignore the buffer
// bindings in the feedback object - or at least it errors if the default feedback
// object has no buffers bound. Fortunately the state is still object-local so
// we don't have to restore the buffer binding on the default feedback object.
gl.glBindBufferBase(eGL_TRANSFORM_FEEDBACK_BUFFER, 0, DebugData.feedbackBuffer);
GLuint idxBuf = 0;
gl.glBeginQuery(eGL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN, DebugData.feedbackQuery);
gl.glBeginTransformFeedback(eGL_POINTS);
if((drawcall->flags & eDraw_UseIBuffer) == 0)
{
gl.glDrawArrays(eGL_POINTS, drawcall->vertexOffset, drawcall->numIndices);
}
else // drawcall is indexed
{
ResourceId idxId = rm->GetID(BufferRes(NULL, elArrayBuffer));
vector<byte> idxdata = GetBufferData(idxId, drawcall->indexOffset*drawcall->indexByteWidth, drawcall->numIndices*drawcall->indexByteWidth);
vector<uint32_t> indices;
uint8_t *idx8 = (uint8_t *) &idxdata[0];
uint16_t *idx16 = (uint16_t *)&idxdata[0];
uint32_t *idx32 = (uint32_t *)&idxdata[0];
// only read as many indices as were available in the buffer
uint32_t numIndices = RDCMIN(uint32_t(idxdata.size()/drawcall->indexByteWidth), drawcall->numIndices);
// grab all unique vertex indices referenced
for(uint32_t i=0; i < numIndices; i++)
{
uint32_t i32 = 0;
if(drawcall->indexByteWidth == 1) i32 = uint32_t(idx8 [i]);
else if(drawcall->indexByteWidth == 2) i32 = uint32_t(idx16[i]);
else if(drawcall->indexByteWidth == 4) i32 = idx32[i];
auto it = std::lower_bound(indices.begin(), indices.end(), i32);
if(it != indices.end() && *it == i32)
continue;
indices.insert(it, i32);
}
// An index buffer could be something like: 500, 501, 502, 501, 503, 502
// in which case we can't use the existing index buffer without filling 499 slots of vertex
// data with padding. Instead we rebase the indices based on the smallest vertex so it becomes
// 0, 1, 2, 1, 3, 2 and then that matches our stream-out'd buffer.
//
// Since we want the indices to be preserved in order to easily match up inputs to outputs,
// but shifted, fill in gaps in our streamout vertex buffer with the lowest index value.
// (use the lowest index value so that even the gaps are a 'valid' vertex, rather than
// potentially garbage data).
uint32_t minindex = indices.empty() ? 0 : indices[0];
// indices[] contains ascending unique vertex indices referenced. Fill gaps with minindex
for(size_t i=1; i < indices.size(); i++)
{
if(indices[i]-1 > indices[i-1])
{
size_t gapsize = size_t( (indices[i]-1) - indices[i-1] );
indices.insert(indices.begin()+i, gapsize, minindex);
i += gapsize;
}
}
// generate a temporary index buffer with our 'unique index set' indices,
// so we can transform feedback each referenced vertex once
GLuint indexSetBuffer = 0;
gl.glGenBuffers(1, &indexSetBuffer);
gl.glBindBuffer(eGL_ELEMENT_ARRAY_BUFFER, indexSetBuffer);
gl.glNamedBufferStorageEXT(indexSetBuffer, sizeof(uint32_t)*indices.size(), &indices[0], 0);
gl.glDrawElementsBaseVertex(eGL_POINTS, (GLsizei)indices.size(), eGL_UNSIGNED_INT, NULL, drawcall->vertexOffset);
// delete the buffer, we don't need it anymore
gl.glBindBuffer(eGL_ELEMENT_ARRAY_BUFFER, elArrayBuffer);
gl.glDeleteBuffers(1, &indexSetBuffer);
// rebase existing index buffer to point from 0 onwards (which will index into our
// stream-out'd vertex buffer)
if(drawcall->indexByteWidth == 1)
{
for(uint32_t i=0; i < numIndices; i++)
idx8[i] -= uint8_t(minindex&0xff);
}
else if(drawcall->indexByteWidth == 2)
{
for(uint32_t i=0; i < numIndices; i++)
idx16[i] -= uint16_t(minindex&0xffff);
}
else
{
for(uint32_t i=0; i < numIndices; i++)
idx32[i] -= minindex;
}
// make the index buffer that can be used to render this postvs data - the original
// indices, rebased with minindex being 0 (since we transform feedback to the start
// of our feedback buffer).
gl.glGenBuffers(1, &idxBuf);
gl.glBindBuffer(eGL_ELEMENT_ARRAY_BUFFER, idxBuf);
gl.glNamedBufferStorageEXT(idxBuf, (GLsizeiptr)idxdata.size(), &idxdata[0], 0);
// restore previous element array buffer binding
gl.glBindBuffer(eGL_ELEMENT_ARRAY_BUFFER, elArrayBuffer);
}
gl.glEndTransformFeedback();
gl.glEndQuery(eGL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN);
// this should be the same as the draw size
GLuint primsWritten = 0;
gl.glGetQueryObjectuiv(DebugData.feedbackQuery, eGL_QUERY_RESULT, &primsWritten);
// get buffer data from buffer attached to feedback object
float *data = (float *)gl.glMapNamedBufferEXT(DebugData.feedbackBuffer, eGL_READ_ONLY);
// create a buffer with this data, for future use (typed to ARRAY_BUFFER so we
// can render from it to display previews).
GLuint vsoutBuffer = 0;
gl.glGenBuffers(1, &vsoutBuffer);
gl.glBindBuffer(eGL_ARRAY_BUFFER, vsoutBuffer);
gl.glNamedBufferStorageEXT(vsoutBuffer, stride*primsWritten, data, 0);
byte *byteData = (byte *)data;
float nearp = 0.0f;
float farp = 0.0f;
Vec4f *pos0 = (Vec4f *)(byteData + posoffset);
for(GLuint i=1; posoffset != ~0U && i < primsWritten; i++)
{
//////////////////////////////////////////////////////////////////////////////////
// derive near/far, assuming a standard perspective matrix
//
// the transformation from from pre-projection {Z,W} to post-projection {Z,W}
// is linear. So we can say Zpost = Zpre*m + c . Here we assume Wpre = 1
// and we know Wpost = Zpre from the perspective matrix.
// we can then see from the perspective matrix that
// m = F/(F-N)
// c = -(F*N)/(F-N)
//
// with re-arranging and substitution, we then get:
// N = -c/m
// F = c/(1-m)
//
// so if we can derive m and c then we can determine N and F. We can do this with
// two points, and we pick them reasonably distinct on z to reduce floating-point
// error
Vec4f *pos = (Vec4f *)(byteData + posoffset + i*stride);
if(fabs(pos->w - pos0->w) > 0.01f)
{
Vec2f A(pos0->w, pos0->z);
Vec2f B(pos->w, pos->z);
float m = (B.y-A.y)/(B.x-A.x);
float c = B.y - B.x*m;
if(m == 1.0f) continue;
nearp = -c/m;
farp = c/(1-m);
break;
}
}
gl.glUnmapNamedBufferEXT(DebugData.feedbackBuffer);
// store everything out to the PostVS data cache
m_PostVSData[idx].vsin.topo = drawcall->topology;
m_PostVSData[idx].vsout.buf = vsoutBuffer;
m_PostVSData[idx].vsout.posOffset = posoffset;
m_PostVSData[idx].vsout.vertStride = stride;
m_PostVSData[idx].vsout.nearPlane = nearp;
m_PostVSData[idx].vsout.farPlane = farp;
m_PostVSData[idx].vsout.useIndices = (drawcall->flags & eDraw_UseIBuffer) > 0;
m_PostVSData[idx].vsout.numVerts = drawcall->numIndices;
m_PostVSData[idx].vsout.idxBuf = 0;
m_PostVSData[idx].vsout.idxByteWidth = drawcall->indexByteWidth;
if(m_PostVSData[idx].vsout.useIndices && idxBuf)
{
m_PostVSData[idx].vsout.idxBuf = idxBuf;
}
m_PostVSData[idx].vsout.topo = drawcall->topology;
// set vsProg back to no varyings, for future use
gl.glTransformFeedbackVaryings(vsProg, 0, NULL, eGL_INTERLEAVED_ATTRIBS);
gl.glLinkProgram(vsProg);
GLuint lastFeedbackPipe = 0;
// delete temporary pipelines we made
gl.glDeleteProgramPipelines(1, &vsFeedbackPipe);
if(lastFeedbackPipe) gl.glDeleteProgramPipelines(1, &lastFeedbackPipe);
// restore replay state we trashed
gl.glUseProgram(rs.Program);
gl.glBindProgramPipeline(rs.Pipeline);
gl.glBindBuffer(eGL_ARRAY_BUFFER, rs.BufferBindings[GLRenderState::eBufIdx_Array]);
gl.glBindBuffer(eGL_ELEMENT_ARRAY_BUFFER, elArrayBuffer);
gl.glBindTransformFeedback(eGL_TRANSFORM_FEEDBACK, rs.FeedbackObj);
if(!rs.Enabled[GLRenderState::eEnabled_RasterizerDiscard])
gl.glDisable(eGL_RASTERIZER_DISCARD);
else
gl.glEnable(eGL_RASTERIZER_DISCARD);
}
MeshFormat GLReplay::GetPostVSBuffers(uint32_t frameID, uint32_t eventID, MeshDataStage stage)
{
GLPostVSData postvs;
RDCEraseEl(postvs);
auto idx = std::make_pair(frameID, eventID);
if(m_PostVSData.find(idx) != m_PostVSData.end())
postvs = m_PostVSData[idx];
GLPostVSData::StageData s = postvs.GetStage(stage);
MeshFormat ret;
if(s.useIndices && s.idxBuf)
ret.idxbuf = m_pDriver->GetResourceManager()->GetID(BufferRes(NULL, s.idxBuf));
else
ret.idxbuf = ResourceId();
ret.idxoffs = 0;
ret.idxByteWidth = s.idxByteWidth;
if(s.buf)
ret.buf = m_pDriver->GetResourceManager()->GetID(BufferRes(NULL, s.buf));
else
ret.buf = ResourceId();
ret.offset = s.posOffset;
ret.stride = s.vertStride;
ret.compCount = 4;
ret.compByteWidth = 4;
ret.compType = eCompType_Float;
ret.specialFormat = eSpecial_Unknown;
ret.showAlpha = false;
ret.topo = s.topo;
ret.numVerts = s.numVerts;
ret.unproject = true;
ret.nearPlane = s.nearPlane;
ret.farPlane = s.farPlane;
return ret;
}
FloatVector GLReplay::InterpretVertex(byte *data, uint32_t vert, MeshDisplay cfg, byte *end, bool &valid)
{
FloatVector ret(0.0f, 0.0f, 0.0f, 1.0f);
if(m_HighlightCache.useidx)
{
if(vert >= (uint32_t)m_HighlightCache.indices.size())
{
valid = false;
return ret;
}
vert = m_HighlightCache.indices[vert];
}
data += vert*cfg.position.stride;
float *out = &ret.x;
ResourceFormat fmt;
fmt.compByteWidth = cfg.position.compByteWidth;
fmt.compCount = cfg.position.compCount;
fmt.compType = cfg.position.compType;
if(cfg.position.specialFormat == eSpecial_R10G10B10A2)
{
if(data+4 >= end)
{
valid = false;
return ret;
}
Vec4f v = ConvertFromR10G10B10A2(*(uint32_t *)data);
ret.x = v.x;
ret.y = v.y;
ret.z = v.z;
ret.w = v.w;
return ret;
}
else if(cfg.position.specialFormat == eSpecial_R11G11B10)
{
if(data+4 >= end)
{
valid = false;
return ret;
}
Vec3f v = ConvertFromR11G11B10(*(uint32_t *)data);
ret.x = v.x;
ret.y = v.y;
ret.z = v.z;
return ret;
}
else if(cfg.position.specialFormat == eSpecial_B8G8R8A8)
{
if(data+4 >= end)
{
valid = false;
return ret;
}
fmt.compByteWidth = 1;
fmt.compCount = 4;
fmt.compType = eCompType_UNorm;
}
if(data + cfg.position.compCount*cfg.position.compByteWidth > end)
{
valid = false;
return ret;
}
for(uint32_t i=0; i < cfg.position.compCount; i++)
{
*out = ConvertComponent(fmt, data);
data += cfg.position.compByteWidth;
out++;
}
if(cfg.position.specialFormat == eSpecial_B8G8R8A8)
{
FloatVector reversed;
reversed.x = ret.x;
reversed.y = ret.y;
reversed.z = ret.z;
reversed.w = ret.w;
return reversed;
}
return ret;
}
void GLReplay::RenderMesh(uint32_t frameID, uint32_t eventID, const vector<MeshFormat> &secondaryDraws, MeshDisplay cfg)
{
WrappedOpenGL &gl = *m_pDriver;
if(cfg.position.buf == ResourceId())
return;
MakeCurrentReplayContext(m_DebugCtx);
Matrix4f projMat = Matrix4f::Perspective(90.0f, 0.1f, 100000.0f, DebugData.outWidth/DebugData.outHeight);
Camera cam;
if(cfg.arcballCamera)
cam.Arcball(cfg.cameraPos.x, Vec3f(cfg.cameraRot.x, cfg.cameraRot.y, cfg.cameraRot.z));
else
cam.fpsLook(Vec3f(cfg.cameraPos.x, cfg.cameraPos.y, cfg.cameraPos.z), Vec3f(cfg.cameraRot.x, cfg.cameraRot.y, cfg.cameraRot.z));
Matrix4f camMat = cam.GetMatrix();
Matrix4f ModelViewProj = projMat.Mul(camMat);
Matrix4f guessProjInv;
gl.glBindVertexArray(DebugData.meshVAO);
const MeshFormat *fmts[2] = { &cfg.position, &cfg.second };
GLenum topo = MakeGLPrimitiveTopology(cfg.position.topo);
GLuint prog = DebugData.meshProg;
GLint colLoc = gl.glGetUniformLocation(prog, "RENDERDOC_GenericFS_Color");
GLint mvpLoc = gl.glGetUniformLocation(prog, "ModelViewProj");
GLint fmtLoc = gl.glGetUniformLocation(prog, "Mesh_DisplayFormat");
GLint sizeLoc = gl.glGetUniformLocation(prog, "PointSpriteSize");
GLint homogLoc = gl.glGetUniformLocation(prog, "HomogenousInput");
gl.glUseProgram(prog);
gl.glEnable(eGL_FRAMEBUFFER_SRGB);
if(cfg.position.unproject)
{
// the derivation of the projection matrix might not be right (hell, it could be an
// orthographic projection). But it'll be close enough likely.
Matrix4f guessProj = Matrix4f::Perspective(cfg.fov, cfg.position.nearPlane, cfg.position.farPlane, cfg.aspect);
if(cfg.ortho)
{
guessProj = Matrix4f::Orthographic(cfg.position.nearPlane, cfg.position.farPlane);
}
guessProjInv = guessProj.Inverse();
ModelViewProj = projMat.Mul(camMat.Mul(guessProjInv));
}
gl.glUniformMatrix4fv(mvpLoc, 1, GL_FALSE, ModelViewProj.Data());
gl.glUniform1ui(homogLoc, cfg.position.unproject);
gl.glUniform2f(sizeLoc, 0.0f, 0.0f);
if(!secondaryDraws.empty())
{
gl.glUniform4fv(colLoc, 1, &cfg.prevMeshColour.x);
gl.glUniform1ui(fmtLoc, MESHDISPLAY_SOLID);
gl.glPolygonMode(eGL_FRONT_AND_BACK, eGL_LINE);
// secondary draws have to come from gl_Position which is float4
gl.glVertexAttribFormat(0, 4, eGL_FLOAT, GL_FALSE, 0);
gl.glEnableVertexAttribArray(0);
gl.glDisableVertexAttribArray(1);
for(size_t i=0; i < secondaryDraws.size(); i++)
{
const MeshFormat &fmt = secondaryDraws[i];
if(fmt.buf != ResourceId())
{
GLuint vb = m_pDriver->GetResourceManager()->GetCurrentResource(fmt.buf).name;
gl.glBindVertexBuffer(0, vb, fmt.offset, fmt.stride);
GLenum topo = MakeGLPrimitiveTopology(fmt.topo);
if(fmt.idxbuf != ResourceId())
{
GLuint ib = m_pDriver->GetResourceManager()->GetCurrentResource(fmt.idxbuf).name;
gl.glBindBuffer(eGL_ELEMENT_ARRAY_BUFFER, ib);
GLenum idxtype = eGL_UNSIGNED_BYTE;
if(fmt.idxByteWidth == 2)
idxtype = eGL_UNSIGNED_SHORT;
else if(fmt.idxByteWidth == 4)
idxtype = eGL_UNSIGNED_INT;
gl.glDrawElements(topo, fmt.numVerts, idxtype, (const void *)(fmt.idxoffs));
}
else
{
gl.glDrawArrays(topo, 0, fmt.numVerts);
}
}
}
}
for(uint32_t i=0; i < 2; i++)
{
if(fmts[i]->buf == ResourceId()) continue;
if(fmts[i]->specialFormat != eSpecial_Unknown)
{
if(fmts[i]->specialFormat == eSpecial_R10G10B10A2)
{
if(fmts[i]->compType == eCompType_UInt)
gl.glVertexAttribIFormat(i, 4, eGL_UNSIGNED_INT_2_10_10_10_REV, 0);
if(fmts[i]->compType == eCompType_SInt)
gl.glVertexAttribIFormat(i, 4, eGL_INT_2_10_10_10_REV, 0);
}
else if(fmts[i]->specialFormat == eSpecial_R11G11B10)
{
gl.glVertexAttribFormat(i, 4, eGL_UNSIGNED_INT_10F_11F_11F_REV, GL_FALSE, 0);
}
else
{
RDCWARN("Unsupported special vertex attribute format: %x", fmts[i]->specialFormat);
}
}
else if(fmts[i]->compType == eCompType_Float ||
fmts[i]->compType == eCompType_UNorm ||
fmts[i]->compType == eCompType_SNorm)
{
GLenum fmttype = eGL_UNSIGNED_INT;
if(fmts[i]->compByteWidth == 4)
{
if(fmts[i]->compType == eCompType_Float) fmttype = eGL_FLOAT;
else if(fmts[i]->compType == eCompType_UNorm) fmttype = eGL_UNSIGNED_INT;
else if(fmts[i]->compType == eCompType_SNorm) fmttype = eGL_INT;
}
else if(fmts[i]->compByteWidth == 2)
{
if(fmts[i]->compType == eCompType_Float) fmttype = eGL_HALF_FLOAT;
else if(fmts[i]->compType == eCompType_UNorm) fmttype = eGL_UNSIGNED_SHORT;
else if(fmts[i]->compType == eCompType_SNorm) fmttype = eGL_SHORT;
}
else if(fmts[i]->compByteWidth == 1)
{
if(fmts[i]->compType == eCompType_UNorm) fmttype = eGL_UNSIGNED_BYTE;
else if(fmts[i]->compType == eCompType_SNorm) fmttype = eGL_BYTE;
}
gl.glVertexAttribFormat(i, fmts[i]->compCount, fmttype, fmts[i]->compType != eCompType_Float, 0);
}
else if(fmts[i]->compType == eCompType_UInt ||
fmts[i]->compType == eCompType_SInt)
{
GLenum fmttype = eGL_UNSIGNED_INT;
if(fmts[i]->compByteWidth == 4)
{
if(fmts[i]->compType == eCompType_UInt) fmttype = eGL_UNSIGNED_INT;
else if(fmts[i]->compType == eCompType_SInt) fmttype = eGL_INT;
}
else if(fmts[i]->compByteWidth == 2)
{
if(fmts[i]->compType == eCompType_UInt) fmttype = eGL_UNSIGNED_SHORT;
else if(fmts[i]->compType == eCompType_SInt) fmttype = eGL_SHORT;
}
else if(fmts[i]->compByteWidth == 1)
{
if(fmts[i]->compType == eCompType_UInt) fmttype = eGL_UNSIGNED_BYTE;
else if(fmts[i]->compType == eCompType_SInt) fmttype = eGL_BYTE;
}
gl.glVertexAttribIFormat(i, fmts[i]->compCount, fmttype, 0);
}
else if(fmts[i]->compType == eCompType_Double)
{
gl.glVertexAttribLFormat(i, fmts[i]->compCount, eGL_DOUBLE, 0);
}
GLuint vb = m_pDriver->GetResourceManager()->GetCurrentResource(fmts[i]->buf).name;
gl.glBindVertexBuffer(i, vb, fmts[i]->offset, fmts[i]->stride);
}
// enable position attribute
gl.glEnableVertexAttribArray(0);
gl.glDisableVertexAttribArray(1);
// solid render
if(cfg.solidShadeMode != eShade_None && topo != eGL_PATCHES)
{
gl.glEnable(eGL_DEPTH_TEST);
gl.glDepthFunc(eGL_LESS);
GLuint solidProg = prog;
if(cfg.solidShadeMode == eShade_Lit)
{
// pick program with GS for per-face lighting
solidProg = DebugData.meshgsProg;
gl.glUseProgram(solidProg);
GLint invProjLoc = gl.glGetUniformLocation(solidProg, "InvProj");
Matrix4f InvProj = projMat.Inverse();
gl.glUniformMatrix4fv(invProjLoc, 1, GL_FALSE, InvProj.Data());
}
GLint solidcolLoc = gl.glGetUniformLocation(solidProg, "RENDERDOC_GenericFS_Color");
GLint solidmvpLoc = gl.glGetUniformLocation(solidProg, "ModelViewProj");
GLint solidfmtLoc = gl.glGetUniformLocation(solidProg, "Mesh_DisplayFormat");
GLint solidsizeLoc = gl.glGetUniformLocation(solidProg, "PointSpriteSize");
GLint solidhomogLoc = gl.glGetUniformLocation(solidProg, "HomogenousInput");
gl.glUniformMatrix4fv(solidmvpLoc, 1, GL_FALSE, ModelViewProj.Data());
gl.glUniform2f(solidsizeLoc, 0.0f, 0.0f);
gl.glUniform1ui(solidhomogLoc, cfg.position.unproject);
if(cfg.second.buf != ResourceId())
gl.glEnableVertexAttribArray(1);
float wireCol[] = { 0.8f, 0.8f, 0.0f, 1.0f };
gl.glUniform4fv(solidcolLoc, 1, wireCol);
GLint OutputDisplayFormat = (int)cfg.solidShadeMode;
if(cfg.solidShadeMode == eShade_Secondary && cfg.second.showAlpha)
OutputDisplayFormat = MESHDISPLAY_SECONDARY_ALPHA;
gl.glUniform1ui(solidfmtLoc, OutputDisplayFormat);
gl.glPolygonMode(eGL_FRONT_AND_BACK, eGL_FILL);
if(cfg.position.idxbuf != ResourceId())
{
GLenum idxtype = eGL_UNSIGNED_BYTE;
if(cfg.position.idxByteWidth == 2)
idxtype = eGL_UNSIGNED_SHORT;
else if(cfg.position.idxByteWidth == 4)
idxtype = eGL_UNSIGNED_INT;
GLuint ib = m_pDriver->GetResourceManager()->GetCurrentResource(cfg.position.idxbuf).name;
gl.glBindBuffer(eGL_ELEMENT_ARRAY_BUFFER, ib);
gl.glDrawElements(topo, cfg.position.numVerts, idxtype, (const void *)(cfg.position.idxoffs));
}
else
{
gl.glDrawArrays(topo, 0, cfg.position.numVerts);
}
gl.glDisableVertexAttribArray(1);
gl.glUseProgram(prog);
}
gl.glDisable(eGL_DEPTH_TEST);
// wireframe render
if(cfg.solidShadeMode == eShade_None || cfg.wireframeDraw || topo == eGL_PATCHES)
{
float wireCol[] = { 0.0f, 0.0f, 0.0f, 1.0f };
if(!secondaryDraws.empty())
{
wireCol[0] = cfg.currentMeshColour.x;
wireCol[1] = cfg.currentMeshColour.y;
wireCol[2] = cfg.currentMeshColour.z;
}
gl.glUniform4fv(colLoc, 1, wireCol);
gl.glUniform1ui(fmtLoc, MESHDISPLAY_SOLID);
gl.glPolygonMode(eGL_FRONT_AND_BACK, eGL_LINE);
if(cfg.position.idxbuf != ResourceId())
{
GLenum idxtype = eGL_UNSIGNED_BYTE;
if(cfg.position.idxByteWidth == 2)
idxtype = eGL_UNSIGNED_SHORT;
else if(cfg.position.idxByteWidth == 4)
idxtype = eGL_UNSIGNED_INT;
GLuint ib = m_pDriver->GetResourceManager()->GetCurrentResource(cfg.position.idxbuf).name;
gl.glBindBuffer(eGL_ELEMENT_ARRAY_BUFFER, ib);
gl.glDrawElements(topo != eGL_PATCHES ? topo : eGL_POINTS, cfg.position.numVerts, idxtype, (const void *)(cfg.position.idxoffs));
}
else
{
gl.glDrawArrays(topo != eGL_PATCHES ? topo : eGL_POINTS, 0, cfg.position.numVerts);
}
}
// draw axis helpers
if(!cfg.position.unproject)
{
gl.glBindVertexArray(DebugData.axisVAO);
Vec4f wireCol(1.0f, 0.0f, 0.0f, 1.0f);
gl.glUniform4fv(colLoc, 1, &wireCol.x);
gl.glDrawArrays(eGL_LINES, 0, 2);
wireCol = Vec4f(0.0f, 1.0f, 0.0f, 1.0f);
gl.glUniform4fv(colLoc, 1, &wireCol.x);
gl.glDrawArrays(eGL_LINES, 2, 2);
wireCol = Vec4f(0.0f, 0.0f, 1.0f, 1.0f);
gl.glUniform4fv(colLoc, 1, &wireCol.x);
gl.glDrawArrays(eGL_LINES, 4, 2);
}
// 'fake' helper frustum
if(cfg.position.unproject)
{
gl.glBindVertexArray(DebugData.frustumVAO);
float wireCol[] = { 1.0f, 1.0f, 1.0f, 1.0f };
gl.glUniform4fv(colLoc, 1, wireCol);
gl.glUniformMatrix4fv(mvpLoc, 1, GL_FALSE, ModelViewProj.Data());
gl.glDrawArrays(eGL_LINES, 0, 24);
}
gl.glPolygonMode(eGL_FRONT_AND_BACK, eGL_FILL);
// show highlighted vertex
if(cfg.highlightVert != ~0U)
{
MeshDataStage stage = cfg.type;
if(m_HighlightCache.EID != eventID || stage != m_HighlightCache.stage)
{
m_HighlightCache.EID = eventID;
m_HighlightCache.stage = stage;
UINT bytesize = cfg.position.idxByteWidth;
m_HighlightCache.data = GetBufferData(cfg.position.buf, 0, 0);
if(cfg.position.idxbuf == ResourceId() || stage == eMeshDataStage_GSOut)
{
m_HighlightCache.indices.clear();
m_HighlightCache.useidx = false;
}
else
{
m_HighlightCache.useidx = true;
vector<byte> idxdata = GetBufferData(cfg.position.idxbuf, cfg.position.idxoffs, cfg.position.numVerts*bytesize);
uint8_t *idx8 = (uint8_t *)&idxdata[0];
uint16_t *idx16 = (uint16_t *)&idxdata[0];
uint32_t *idx32 = (uint32_t *)&idxdata[0];
uint32_t numIndices = RDCMIN(cfg.position.numVerts, uint32_t(idxdata.size()/bytesize));
m_HighlightCache.indices.resize(numIndices);
if(bytesize == 1)
{
for(uint32_t i=0; i < numIndices; i++)
m_HighlightCache.indices[i] = uint32_t(idx8[i]);
}
else if(bytesize == 2)
{
for(uint32_t i=0; i < numIndices; i++)
m_HighlightCache.indices[i] = uint32_t(idx16[i]);
}
else if(bytesize == 4)
{
for(uint32_t i=0; i < numIndices; i++)
m_HighlightCache.indices[i] = idx32[i];
}
}
}
GLenum meshtopo = topo;
uint32_t idx = cfg.highlightVert;
byte *data = &m_HighlightCache.data[0]; // buffer start
byte *dataEnd = data + m_HighlightCache.data.size();
data += cfg.position.offset; // to start of position data
///////////////////////////////////////////////////////////////
// vectors to be set from buffers, depending on topology
bool valid = true;
// this vert (blue dot, required)
FloatVector activeVertex;
// primitive this vert is a part of (red prim, optional)
vector<FloatVector> activePrim;
// for patch lists, to show other verts in patch (green dots, optional)
// for non-patch lists, we use the activePrim and adjacentPrimVertices
// to show what other verts are related
vector<FloatVector> inactiveVertices;
// adjacency (line or tri, strips or lists) (green prims, optional)
// will be N*M long, N adjacent prims of M verts each. M = primSize below
vector<FloatVector> adjacentPrimVertices;
GLenum primTopo = eGL_TRIANGLES;
uint32_t primSize = 3; // number of verts per primitive
if(meshtopo == eGL_LINES ||
meshtopo == eGL_LINES_ADJACENCY ||
meshtopo == eGL_LINE_STRIP ||
meshtopo == eGL_LINE_STRIP_ADJACENCY)
{
primSize = 2;
primTopo = eGL_LINES;
}
activeVertex = InterpretVertex(data, idx, cfg, dataEnd, valid);
// see Section 10.1 of the OpenGL 4.5 spec for
// how primitive topologies are laid out
if(meshtopo == eGL_LINES)
{
uint32_t v = uint32_t(idx/2) * 2; // find first vert in primitive
activePrim.push_back(InterpretVertex(data, v+0, cfg, dataEnd, valid));
activePrim.push_back(InterpretVertex(data, v+1, cfg, dataEnd, valid));
}
else if(meshtopo == eGL_TRIANGLES)
{
uint32_t v = uint32_t(idx/3) * 3; // find first vert in primitive
activePrim.push_back(InterpretVertex(data, v+0, cfg, dataEnd, valid));
activePrim.push_back(InterpretVertex(data, v+1, cfg, dataEnd, valid));
activePrim.push_back(InterpretVertex(data, v+2, cfg, dataEnd, valid));
}
else if(meshtopo == eGL_LINES_ADJACENCY)
{
uint32_t v = uint32_t(idx/4) * 4; // find first vert in primitive
FloatVector vs[] = {
InterpretVertex(data, v+0, cfg, dataEnd, valid),
InterpretVertex(data, v+1, cfg, dataEnd, valid),
InterpretVertex(data, v+2, cfg, dataEnd, valid),
InterpretVertex(data, v+3, cfg, dataEnd, valid),
};
adjacentPrimVertices.push_back(vs[0]);
adjacentPrimVertices.push_back(vs[1]);
adjacentPrimVertices.push_back(vs[2]);
adjacentPrimVertices.push_back(vs[3]);
activePrim.push_back(vs[1]);
activePrim.push_back(vs[2]);
}
else if(meshtopo == eGL_TRIANGLES_ADJACENCY)
{
uint32_t v = uint32_t(idx/6) * 6; // find first vert in primitive
FloatVector vs[] = {
InterpretVertex(data, v+0, cfg, dataEnd, valid),
InterpretVertex(data, v+1, cfg, dataEnd, valid),
InterpretVertex(data, v+2, cfg, dataEnd, valid),
InterpretVertex(data, v+3, cfg, dataEnd, valid),
InterpretVertex(data, v+4, cfg, dataEnd, valid),
InterpretVertex(data, v+5, cfg, dataEnd, valid),
};
adjacentPrimVertices.push_back(vs[0]);
adjacentPrimVertices.push_back(vs[1]);
adjacentPrimVertices.push_back(vs[2]);
adjacentPrimVertices.push_back(vs[2]);
adjacentPrimVertices.push_back(vs[3]);
adjacentPrimVertices.push_back(vs[4]);
adjacentPrimVertices.push_back(vs[4]);
adjacentPrimVertices.push_back(vs[5]);
adjacentPrimVertices.push_back(vs[0]);
activePrim.push_back(vs[0]);
activePrim.push_back(vs[2]);
activePrim.push_back(vs[4]);
}
else if(meshtopo == eGL_LINE_STRIP)
{
// find first vert in primitive. In strips a vert isn't
// in only one primitive, so we pick the first primitive
// it's in. This means the first N points are in the first
// primitive, and thereafter each point is in the next primitive
uint32_t v = RDCMAX(idx, 1U) - 1;
activePrim.push_back(InterpretVertex(data, v+0, cfg, dataEnd, valid));
activePrim.push_back(InterpretVertex(data, v+1, cfg, dataEnd, valid));
}
else if(meshtopo == eGL_TRIANGLE_STRIP)
{
// find first vert in primitive. In strips a vert isn't
// in only one primitive, so we pick the first primitive
// it's in. This means the first N points are in the first
// primitive, and thereafter each point is in the next primitive
uint32_t v = RDCMAX(idx, 2U) - 2;
activePrim.push_back(InterpretVertex(data, v+0, cfg, dataEnd, valid));
activePrim.push_back(InterpretVertex(data, v+1, cfg, dataEnd, valid));
activePrim.push_back(InterpretVertex(data, v+2, cfg, dataEnd, valid));
}
else if(meshtopo == eGL_LINE_STRIP_ADJACENCY)
{
// find first vert in primitive. In strips a vert isn't
// in only one primitive, so we pick the first primitive
// it's in. This means the first N points are in the first
// primitive, and thereafter each point is in the next primitive
uint32_t v = RDCMAX(idx, 3U) - 3;
FloatVector vs[] = {
InterpretVertex(data, v+0, cfg, dataEnd, valid),
InterpretVertex(data, v+1, cfg, dataEnd, valid),
InterpretVertex(data, v+2, cfg, dataEnd, valid),
InterpretVertex(data, v+3, cfg, dataEnd, valid),
};
adjacentPrimVertices.push_back(vs[0]);
adjacentPrimVertices.push_back(vs[1]);
adjacentPrimVertices.push_back(vs[2]);
adjacentPrimVertices.push_back(vs[3]);
activePrim.push_back(vs[1]);
activePrim.push_back(vs[2]);
}
else if(meshtopo == eGL_TRIANGLE_STRIP_ADJACENCY)
{
// Triangle strip with adjacency is the most complex topology, as
// we need to handle the ends separately where the pattern breaks.
uint32_t numidx = cfg.position.numVerts;
if(numidx < 6)
{
// not enough indices provided, bail to make sure logic below doesn't
// need to have tons of edge case detection
valid = false;
}
else if(idx <= 4 || numidx <= 7)
{
FloatVector vs[] = {
InterpretVertex(data, 0, cfg, dataEnd, valid),
InterpretVertex(data, 1, cfg, dataEnd, valid),
InterpretVertex(data, 2, cfg, dataEnd, valid),
InterpretVertex(data, 3, cfg, dataEnd, valid),
InterpretVertex(data, 4, cfg, dataEnd, valid),
// note this one isn't used as it's adjacency for the next triangle
InterpretVertex(data, 5, cfg, dataEnd, valid),
// min() with number of indices in case this is a tiny strip
// that is basically just a list
InterpretVertex(data, RDCMIN(6U, numidx-1), cfg, dataEnd, valid),
};
// these are the triangles on the far left of the MSDN diagram above
adjacentPrimVertices.push_back(vs[0]);
adjacentPrimVertices.push_back(vs[1]);
adjacentPrimVertices.push_back(vs[2]);
adjacentPrimVertices.push_back(vs[4]);
adjacentPrimVertices.push_back(vs[3]);
adjacentPrimVertices.push_back(vs[0]);
adjacentPrimVertices.push_back(vs[4]);
adjacentPrimVertices.push_back(vs[2]);
adjacentPrimVertices.push_back(vs[6]);
activePrim.push_back(vs[0]);
activePrim.push_back(vs[2]);
activePrim.push_back(vs[4]);
}
else if(idx > numidx-4)
{
// in diagram, numidx == 14
FloatVector vs[] = {
/*[0]=*/ InterpretVertex(data, numidx-8, cfg, dataEnd, valid), // 6 in diagram
// as above, unused since this is adjacency for 2-previous triangle
/*[1]=*/ InterpretVertex(data, numidx-7, cfg, dataEnd, valid), // 7 in diagram
/*[2]=*/ InterpretVertex(data, numidx-6, cfg, dataEnd, valid), // 8 in diagram
// as above, unused since this is adjacency for previous triangle
/*[3]=*/ InterpretVertex(data, numidx-5, cfg, dataEnd, valid), // 9 in diagram
/*[4]=*/ InterpretVertex(data, numidx-4, cfg, dataEnd, valid), // 10 in diagram
/*[5]=*/ InterpretVertex(data, numidx-3, cfg, dataEnd, valid), // 11 in diagram
/*[6]=*/ InterpretVertex(data, numidx-2, cfg, dataEnd, valid), // 12 in diagram
/*[7]=*/ InterpretVertex(data, numidx-1, cfg, dataEnd, valid), // 13 in diagram
};
// these are the triangles on the far right of the MSDN diagram above
adjacentPrimVertices.push_back(vs[2]); // 8 in diagram
adjacentPrimVertices.push_back(vs[0]); // 6 in diagram
adjacentPrimVertices.push_back(vs[4]); // 10 in diagram
adjacentPrimVertices.push_back(vs[4]); // 10 in diagram
adjacentPrimVertices.push_back(vs[7]); // 13 in diagram
adjacentPrimVertices.push_back(vs[6]); // 12 in diagram
adjacentPrimVertices.push_back(vs[6]); // 12 in diagram
adjacentPrimVertices.push_back(vs[5]); // 11 in diagram
adjacentPrimVertices.push_back(vs[2]); // 8 in diagram
activePrim.push_back(vs[2]); // 8 in diagram
activePrim.push_back(vs[4]); // 10 in diagram
activePrim.push_back(vs[6]); // 12 in diagram
}
else
{
// we're in the middle somewhere. Each primitive has two vertices for it
// so our step rate is 2. The first 'middle' primitive starts at indices 5&6
// and uses indices all the way back to 0
uint32_t v = RDCMAX( ( (idx+1) / 2) * 2, 6U) - 6;
// these correspond to the indices in the MSDN diagram, with {2,4,6} as the
// main triangle
FloatVector vs[] = {
InterpretVertex(data, v+0, cfg, dataEnd, valid),
// this one is adjacency for 2-previous triangle
InterpretVertex(data, v+1, cfg, dataEnd, valid),
InterpretVertex(data, v+2, cfg, dataEnd, valid),
// this one is adjacency for previous triangle
InterpretVertex(data, v+3, cfg, dataEnd, valid),
InterpretVertex(data, v+4, cfg, dataEnd, valid),
InterpretVertex(data, v+5, cfg, dataEnd, valid),
InterpretVertex(data, v+6, cfg, dataEnd, valid),
InterpretVertex(data, v+7, cfg, dataEnd, valid),
InterpretVertex(data, v+8, cfg, dataEnd, valid),
};
// these are the triangles around {2,4,6} in the MSDN diagram above
adjacentPrimVertices.push_back(vs[0]);
adjacentPrimVertices.push_back(vs[2]);
adjacentPrimVertices.push_back(vs[4]);
adjacentPrimVertices.push_back(vs[2]);
adjacentPrimVertices.push_back(vs[5]);
adjacentPrimVertices.push_back(vs[6]);
adjacentPrimVertices.push_back(vs[6]);
adjacentPrimVertices.push_back(vs[8]);
adjacentPrimVertices.push_back(vs[4]);
activePrim.push_back(vs[2]);
activePrim.push_back(vs[4]);
activePrim.push_back(vs[6]);
}
}
else if(meshtopo == eGL_PATCHES)
{
uint32_t dim = (cfg.position.topo - eTopology_PatchList_1CPs + 1);
uint32_t v0 = uint32_t(idx/dim) * dim;
for(uint32_t v = v0; v < v0+dim; v++)
{
if(v != idx && valid)
inactiveVertices.push_back(InterpretVertex(data, v, cfg, dataEnd, valid));
}
}
else // if(meshtopo == eGL_POINTS) point list, or unknown/unhandled type
{
// no adjacency, inactive verts or active primitive
}
if(valid)
{
////////////////////////////////////////////////////////////////
// prepare rendering (for both vertices & primitives)
// if data is from post transform, it will be in clipspace
if(cfg.position.unproject)
ModelViewProj = projMat.Mul(camMat.Mul(guessProjInv));
else
ModelViewProj = projMat.Mul(camMat);
gl.glUniform1ui(homogLoc, cfg.position.unproject);
gl.glUniformMatrix4fv(mvpLoc, 1, GL_FALSE, ModelViewProj.Data());
gl.glBindVertexArray(DebugData.triHighlightVAO);
////////////////////////////////////////////////////////////////
// render primitives
// Draw active primitive (red)
Vec4f WireframeColour(1.0f, 0.0f, 0.0f, 1.0f);
gl.glUniform4fv(colLoc, 1, &WireframeColour.x);
if(activePrim.size() >= primSize)
{
gl.glBindBuffer(eGL_ARRAY_BUFFER, DebugData.triHighlightBuffer);
gl.glBufferSubData(eGL_ARRAY_BUFFER, 0, sizeof(Vec4f)*primSize, &activePrim[0]);
gl.glDrawArrays(primTopo, 0, primSize);
}
// Draw adjacent primitives (green)
WireframeColour = Vec4f(0.0f, 1.0f, 0.0f, 1.0f);
gl.glUniform4fv(colLoc, 1, &WireframeColour.x);
if(adjacentPrimVertices.size() >= primSize && (adjacentPrimVertices.size() % primSize) == 0)
{
gl.glBindBuffer(eGL_ARRAY_BUFFER, DebugData.triHighlightBuffer);
gl.glBufferSubData(eGL_ARRAY_BUFFER, 0, sizeof(Vec4f)*adjacentPrimVertices.size(), &adjacentPrimVertices[0]);
gl.glDrawArrays(primTopo, 0, (GLsizei)adjacentPrimVertices.size());
}
////////////////////////////////////////////////////////////////
// prepare to render dots
float scale = 800.0f/float(DebugData.outHeight);
float asp = float(DebugData.outWidth)/float(DebugData.outHeight);
Vec2f SpriteSize = Vec2f(scale/asp, scale);
gl.glUniform2fv(sizeLoc, 1, &SpriteSize.x);
// Draw active vertex (blue)
WireframeColour = Vec4f(0.0f, 0.0f, 1.0f, 1.0f);
gl.glUniform4fv(colLoc, 1, &WireframeColour.x);
FloatVector vertSprite[4] = {
activeVertex,
activeVertex,
activeVertex,
activeVertex,
};
gl.glBindBuffer(eGL_ARRAY_BUFFER, DebugData.triHighlightBuffer);
gl.glBufferSubData(eGL_ARRAY_BUFFER, 0, sizeof(vertSprite), &vertSprite[0]);
gl.glDrawArrays(eGL_TRIANGLE_STRIP, 0, 4);
// Draw inactive vertices (green)
WireframeColour = Vec4f(0.0f, 1.0f, 0.0f, 1.0f);
gl.glUniform4fv(colLoc, 1, &WireframeColour.x);
for(size_t i=0; i < inactiveVertices.size(); i++)
{
vertSprite[0] = vertSprite[1] = vertSprite[2] = vertSprite[3] = inactiveVertices[i];
gl.glBufferSubData(eGL_ARRAY_BUFFER, 0, sizeof(vertSprite), &vertSprite[0]);
gl.glDrawArrays(eGL_TRIANGLE_STRIP, 0, 4);
}
}
}
}