Files
renderdoc/renderdoc/driver/gl/gl_renderstate.cpp
T
2014-07-29 13:59:57 +01:00

554 lines
21 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_renderstate.h"
GLRenderState::GLRenderState(const GLHookSet *funcs, Serialiser *ser)
: m_Real(funcs)
, m_pSerialiser(ser)
{
Clear();
}
GLRenderState::~GLRenderState()
{
}
void GLRenderState::FetchState()
{
// TODO check GL_MAX_*
// TODO check the extensions/core version for these is around
{
GLenum pnames[eEnabled_Count] =
{
eGL_CLIP_DISTANCE0,
eGL_CLIP_DISTANCE1,
eGL_CLIP_DISTANCE2,
eGL_CLIP_DISTANCE3,
eGL_CLIP_DISTANCE4,
eGL_CLIP_DISTANCE5,
eGL_CLIP_DISTANCE6,
eGL_CLIP_DISTANCE7,
eGL_COLOR_LOGIC_OP,
eGL_CULL_FACE,
eGL_DEPTH_CLAMP,
eGL_DEPTH_TEST,
eGL_DITHER,
eGL_FRAMEBUFFER_SRGB,
eGL_LINE_SMOOTH,
eGL_MULTISAMPLE,
eGL_POLYGON_SMOOTH,
eGL_POLYGON_OFFSET_FILL,
eGL_POLYGON_OFFSET_LINE,
eGL_POLYGON_OFFSET_POINT,
eGL_PROGRAM_POINT_SIZE,
eGL_PRIMITIVE_RESTART,
eGL_SAMPLE_ALPHA_TO_COVERAGE,
eGL_SAMPLE_ALPHA_TO_ONE,
eGL_SAMPLE_COVERAGE,
eGL_SAMPLE_MASK,
eGL_SCISSOR_TEST,
eGL_STENCIL_TEST,
eGL_TEXTURE_CUBE_MAP_SEAMLESS,
};
for(GLuint i=0; i < eEnabled_Count; i++)
Enabled[i] = (m_Real->glIsEnabled(pnames[i]) == GL_TRUE);
}
m_Real->glGetIntegerv(eGL_ACTIVE_TEXTURE, (GLint *)&ActiveTexture);
// TODO fetch bindings for other types than 2D
for(GLuint i=0; i < (GLuint)ARRAY_COUNT(Tex2D); i++)
{
m_Real->glActiveTexture(GLenum(eGL_TEXTURE0 + i));
m_Real->glGetIntegerv(eGL_TEXTURE_BINDING_2D, (GLint*)&Tex2D[i]);
}
m_Real->glActiveTexture(ActiveTexture);
m_Real->glGetIntegerv(eGL_ARRAY_BUFFER_BINDING, (GLint*)&BufferBindings[eBufIdx_Array]);
m_Real->glGetIntegerv(eGL_COPY_READ_BUFFER_BINDING, (GLint*)&BufferBindings[eBufIdx_Copy_Read]);
m_Real->glGetIntegerv(eGL_COPY_WRITE_BUFFER_BINDING, (GLint*)&BufferBindings[eBufIdx_Copy_Write]);
m_Real->glGetIntegerv(eGL_DRAW_INDIRECT_BUFFER_BINDING, (GLint*)&BufferBindings[eBufIdx_Draw_Indirect]);
m_Real->glGetIntegerv(eGL_DISPATCH_INDIRECT_BUFFER_BINDING, (GLint*)&BufferBindings[eBufIdx_Dispatch_Indirect]);
m_Real->glGetIntegerv(eGL_ELEMENT_ARRAY_BUFFER_BINDING, (GLint*)&BufferBindings[eBufIdx_Element_Array]);
m_Real->glGetIntegerv(eGL_PIXEL_PACK_BUFFER_BINDING, (GLint*)&BufferBindings[eBufIdx_Pixel_Pack]);
m_Real->glGetIntegerv(eGL_PIXEL_UNPACK_BUFFER_BINDING, (GLint*)&BufferBindings[eBufIdx_Pixel_Unpack]);
m_Real->glGetIntegerv(eGL_QUERY_BUFFER_BINDING, (GLint*)&BufferBindings[eBufIdx_Query]);
m_Real->glGetIntegerv(eGL_TEXTURE_BUFFER_BINDING, (GLint*)&BufferBindings[eBufIdx_Texture]);
struct { IdxRangeBuffer *bufs; int count; GLenum binding; GLenum start; GLenum size; } idxBufs[] =
{
{ AtomicCounter, ARRAY_COUNT(AtomicCounter), eGL_ATOMIC_COUNTER_BUFFER_BINDING, eGL_ATOMIC_COUNTER_BUFFER_START, eGL_ATOMIC_COUNTER_BUFFER_SIZE, },
{ ShaderStorage, ARRAY_COUNT(ShaderStorage), eGL_SHADER_STORAGE_BUFFER_BINDING, eGL_SHADER_STORAGE_BUFFER_START, eGL_SHADER_STORAGE_BUFFER_SIZE, },
{ TransformFeedback, ARRAY_COUNT(TransformFeedback), eGL_TRANSFORM_FEEDBACK_BUFFER_BINDING, eGL_TRANSFORM_FEEDBACK_BUFFER_START, eGL_TRANSFORM_FEEDBACK_BUFFER_SIZE, },
{ UniformBinding, ARRAY_COUNT(UniformBinding), eGL_UNIFORM_BUFFER_BINDING, eGL_UNIFORM_BUFFER_START, eGL_UNIFORM_BUFFER_SIZE, },
};
for(GLuint b=0; b < (GLuint)ARRAY_COUNT(idxBufs); b++)
{
for(int i=0; i < idxBufs[b].count; i++)
{
m_Real->glGetIntegeri_v(idxBufs[b].binding, i, (GLint*)&idxBufs[b].bufs[i].name);
m_Real->glGetInteger64i_v(idxBufs[b].start, i, (GLint64*)&idxBufs[b].bufs[i].start);
m_Real->glGetInteger64i_v(idxBufs[b].size, i, (GLint64*)&idxBufs[b].bufs[i].size);
}
}
for(GLuint i=0; i < (GLuint)ARRAY_COUNT(Blends); i++)
{
m_Real->glGetIntegeri_v(eGL_BLEND_EQUATION_RGB, i, (GLint*)&Blends[i].EquationRGB);
m_Real->glGetIntegeri_v(eGL_BLEND_EQUATION_ALPHA, i, (GLint*)&Blends[i].EquationAlpha);
m_Real->glGetIntegeri_v(eGL_BLEND_SRC_RGB, i, (GLint*)&Blends[i].SourceRGB);
m_Real->glGetIntegeri_v(eGL_BLEND_SRC_ALPHA, i, (GLint*)&Blends[i].SourceAlpha);
m_Real->glGetIntegeri_v(eGL_BLEND_DST_RGB, i, (GLint*)&Blends[i].DestinationRGB);
m_Real->glGetIntegeri_v(eGL_BLEND_DST_ALPHA, i, (GLint*)&Blends[i].DestinationAlpha);
Blends[i].Enabled = (m_Real->glIsEnabledi(eGL_BLEND, i) == GL_TRUE);
}
m_Real->glGetFloatv(eGL_BLEND_COLOR, &BlendColor[0]);
for(GLuint i=0; i < (GLuint)ARRAY_COUNT(Viewports); i++)
m_Real->glGetFloati_v(eGL_VIEWPORT, i, &Viewports[i].x);
for(GLuint i=0; i < (GLuint)ARRAY_COUNT(Scissors); i++)
m_Real->glGetIntegeri_v(eGL_SCISSOR_BOX, i, &Scissors[i].x);
for(size_t i=0; i < ARRAY_COUNT(DrawBuffers); i++)
m_Real->glGetIntegerv(GLenum(eGL_DRAW_BUFFER0 + i), (GLint *)&DrawBuffers[i]);
m_Real->glGetIntegerv(eGL_FRAGMENT_SHADER_DERIVATIVE_HINT, (GLint *)&Hints.Derivatives);
m_Real->glGetIntegerv(eGL_LINE_SMOOTH_HINT, (GLint *)&Hints.LineSmooth);
m_Real->glGetIntegerv(eGL_POLYGON_SMOOTH_HINT, (GLint *)&Hints.PolySmooth);
m_Real->glGetIntegerv(eGL_TEXTURE_COMPRESSION_HINT, (GLint *)&Hints.TexCompression);
m_Real->glGetBooleanv(eGL_DEPTH_WRITEMASK, &DepthWriteMask);
m_Real->glGetFloatv(eGL_DEPTH_CLEAR_VALUE, &DepthClearValue);
for(GLuint i=0; i < (GLuint)ARRAY_COUNT(DepthRanges); i++)
m_Real->glGetDoublei_v(eGL_DEPTH_RANGE, i, &DepthRanges[i].nearZ);
m_Real->glGetDoublev(eGL_DEPTH_BOUNDS_TEST_EXT, &DepthBounds.nearZ);
{
m_Real->glGetIntegerv(eGL_STENCIL_FUNC, (GLint *)&StencilFront.func);
m_Real->glGetIntegerv(eGL_STENCIL_BACK_FUNC, (GLint *)&StencilBack.func);
m_Real->glGetIntegerv(eGL_STENCIL_REF, (GLint *)&StencilFront.ref);
m_Real->glGetIntegerv(eGL_STENCIL_BACK_REF, (GLint *)&StencilBack.ref);
GLint maskval;
m_Real->glGetIntegerv(eGL_STENCIL_VALUE_MASK, &maskval); StencilFront.valuemask = uint8_t(maskval&0xff);
m_Real->glGetIntegerv(eGL_STENCIL_BACK_VALUE_MASK, &maskval); StencilBack.valuemask = uint8_t(maskval&0xff);
m_Real->glGetIntegerv(eGL_STENCIL_WRITEMASK, &maskval); StencilFront.writemask = uint8_t(maskval&0xff);
m_Real->glGetIntegerv(eGL_STENCIL_BACK_WRITEMASK, &maskval); StencilBack.writemask = uint8_t(maskval&0xff);
m_Real->glGetIntegerv(eGL_STENCIL_FAIL, (GLint *)&StencilFront.stencilFail);
m_Real->glGetIntegerv(eGL_STENCIL_BACK_FAIL, (GLint *)&StencilBack.stencilFail);
m_Real->glGetIntegerv(eGL_STENCIL_PASS_DEPTH_FAIL, (GLint *)&StencilFront.depthFail);
m_Real->glGetIntegerv(eGL_STENCIL_BACK_PASS_DEPTH_FAIL, (GLint *)&StencilBack.depthFail);
m_Real->glGetIntegerv(eGL_STENCIL_PASS_DEPTH_PASS, (GLint *)&StencilFront.pass);
m_Real->glGetIntegerv(eGL_STENCIL_BACK_PASS_DEPTH_PASS, (GLint *)&StencilBack.pass);
}
for(size_t i=0; i < ARRAY_COUNT(ColorMasks); i++)
m_Real->glGetBooleanv(eGL_COLOR_WRITEMASK, &ColorMasks[i].red);
m_Real->glGetIntegeri_v(eGL_SAMPLE_MASK_VALUE, 0, (GLint *)&SampleMask[0]);
m_Real->glGetFloatv(eGL_COLOR_CLEAR_VALUE, &ColorClearValue.red);
m_Real->glGetIntegerv(eGL_PATCH_VERTICES, &PatchParams.numVerts);
m_Real->glGetFloatv(eGL_PATCH_DEFAULT_INNER_LEVEL, &PatchParams.defaultInnerLevel[0]);
m_Real->glGetFloatv(eGL_PATCH_DEFAULT_OUTER_LEVEL, &PatchParams.defaultOuterLevel[0]);
{
GLenum dummy[2];
// docs suggest this is enumeration[2] even though polygon mode can't be set independently for front
// and back faces.
m_Real->glGetIntegerv(eGL_POLYGON_MODE, (GLint *)&dummy);
PolygonMode = dummy[0];
}
m_Real->glGetFloatv(eGL_POLYGON_OFFSET_FACTOR, &PolygonOffset[0]);
m_Real->glGetFloatv(eGL_POLYGON_OFFSET_UNITS, &PolygonOffset[1]);
m_Real->glGetIntegerv(eGL_FRONT_FACE, (GLint *)&FrontFace);
m_Real->glGetIntegerv(eGL_CULL_FACE_MODE, (GLint *)&CullFace);
}
void GLRenderState::ApplyState()
{
{
GLenum pnames[eEnabled_Count] =
{
eGL_CLIP_DISTANCE0,
eGL_CLIP_DISTANCE1,
eGL_CLIP_DISTANCE2,
eGL_CLIP_DISTANCE3,
eGL_CLIP_DISTANCE4,
eGL_CLIP_DISTANCE5,
eGL_CLIP_DISTANCE6,
eGL_CLIP_DISTANCE7,
eGL_COLOR_LOGIC_OP,
eGL_CULL_FACE,
eGL_DEPTH_CLAMP,
eGL_DEPTH_TEST,
eGL_DITHER,
eGL_FRAMEBUFFER_SRGB,
eGL_LINE_SMOOTH,
eGL_MULTISAMPLE,
eGL_POLYGON_SMOOTH,
eGL_POLYGON_OFFSET_FILL,
eGL_POLYGON_OFFSET_LINE,
eGL_POLYGON_OFFSET_POINT,
eGL_PROGRAM_POINT_SIZE,
eGL_PRIMITIVE_RESTART,
eGL_SAMPLE_ALPHA_TO_COVERAGE,
eGL_SAMPLE_ALPHA_TO_ONE,
eGL_SAMPLE_COVERAGE,
eGL_SAMPLE_MASK,
eGL_SCISSOR_TEST,
eGL_STENCIL_TEST,
eGL_TEXTURE_CUBE_MAP_SEAMLESS,
};
for(GLuint i=0; i < eEnabled_Count; i++)
if(Enabled[i]) m_Real->glEnable(pnames[i]); else m_Real->glDisable(pnames[i]);
}
for(size_t i=0; i < ARRAY_COUNT(Tex2D); i++)
{
m_Real->glActiveTexture(GLenum(eGL_TEXTURE0 + i));
m_Real->glBindTexture(eGL_TEXTURE_2D, Tex2D[i]);
}
m_Real->glActiveTexture(ActiveTexture);
m_Real->glBindBuffer(eGL_ARRAY_BUFFER, BufferBindings[eBufIdx_Array]);
m_Real->glBindBuffer(eGL_COPY_READ_BUFFER, BufferBindings[eBufIdx_Copy_Read]);
m_Real->glBindBuffer(eGL_COPY_WRITE_BUFFER, BufferBindings[eBufIdx_Copy_Write]);
m_Real->glBindBuffer(eGL_DRAW_INDIRECT_BUFFER, BufferBindings[eBufIdx_Draw_Indirect]);
m_Real->glBindBuffer(eGL_DISPATCH_INDIRECT_BUFFER, BufferBindings[eBufIdx_Dispatch_Indirect]);
m_Real->glBindBuffer(eGL_ELEMENT_ARRAY_BUFFER, BufferBindings[eBufIdx_Element_Array]);
m_Real->glBindBuffer(eGL_PIXEL_PACK_BUFFER, BufferBindings[eBufIdx_Pixel_Pack]);
m_Real->glBindBuffer(eGL_PIXEL_UNPACK_BUFFER, BufferBindings[eBufIdx_Pixel_Unpack]);
m_Real->glBindBuffer(eGL_QUERY_BUFFER, BufferBindings[eBufIdx_Query]);
m_Real->glBindBuffer(eGL_TEXTURE_BUFFER, BufferBindings[eBufIdx_Texture]);
struct { IdxRangeBuffer *bufs; int count; GLenum binding; } idxBufs[] =
{
{ AtomicCounter, ARRAY_COUNT(AtomicCounter), eGL_ATOMIC_COUNTER_BUFFER, },
{ ShaderStorage, ARRAY_COUNT(ShaderStorage), eGL_SHADER_STORAGE_BUFFER, },
{ TransformFeedback, ARRAY_COUNT(TransformFeedback), eGL_TRANSFORM_FEEDBACK_BUFFER, },
{ UniformBinding, ARRAY_COUNT(UniformBinding), eGL_UNIFORM_BUFFER, },
};
for(size_t b=0; b < ARRAY_COUNT(idxBufs); b++)
for(int i=0; i < idxBufs[b].count; i++)
{
if(idxBufs[b].bufs[i].name == 0 ||
(idxBufs[b].bufs[i].start == 0 && idxBufs[b].bufs[i].size == 0)
)
m_Real->glBindBufferBase(idxBufs[b].binding, i, idxBufs[b].bufs[i].name);
else
m_Real->glBindBufferRange(idxBufs[b].binding, i, idxBufs[b].bufs[i].name, (GLintptr)idxBufs[b].bufs[i].start, (GLsizeiptr)idxBufs[b].bufs[i].size);
}
for(GLuint i=0; i < (GLuint)ARRAY_COUNT(Blends); i++)
{
m_Real->glBlendFuncSeparatei(i, Blends[i].SourceRGB, Blends[i].DestinationRGB, Blends[i].DestinationRGB, Blends[i].DestinationAlpha);
m_Real->glBlendEquationSeparatei(i, Blends[i].EquationRGB, Blends[i].EquationAlpha);
if(Blends[i].Enabled)
m_Real->glEnablei(eGL_BLEND, i);
else
m_Real->glDisablei(eGL_BLEND, i);
}
m_Real->glBlendColor(BlendColor[0], BlendColor[1], BlendColor[2], BlendColor[3]);
m_Real->glViewportArrayv(0, ARRAY_COUNT(Viewports), &Viewports[0].x);
m_Real->glScissorArrayv(0, ARRAY_COUNT(Scissors), &Scissors[0].x);
GLenum DBs[8] = { eGL_UNKNOWN_ENUM };
uint32_t numDBs = 0;
for(GLuint i=0; i < (GLuint)ARRAY_COUNT(DrawBuffers); i++)
{
if(DrawBuffers[i] != eGL_NONE)
{
numDBs++;
DBs[i] = DrawBuffers[i];
// since we are faking the default framebuffer with our own
// to see the results, replace back/front/left/right with color attachment 0
if(DBs[i] == eGL_BACK_LEFT || DBs[i] == eGL_BACK_RIGHT ||
DBs[i] == eGL_FRONT_LEFT || DBs[i] == eGL_FRONT_RIGHT)
DBs[i] = eGL_COLOR_ATTACHMENT0;
// These aren't valid for glDrawBuffers but can be returned when we call glGet,
// assume they mean left implicitly
if(DBs[i] == eGL_BACK ||
DBs[i] == eGL_FRONT)
DBs[i] = eGL_COLOR_ATTACHMENT0;
}
else
{
break;
}
}
m_Real->glDrawBuffers(numDBs, DBs);
m_Real->glHint(eGL_FRAGMENT_SHADER_DERIVATIVE_HINT, Hints.Derivatives);
m_Real->glHint(eGL_LINE_SMOOTH_HINT, Hints.LineSmooth);
m_Real->glHint(eGL_POLYGON_SMOOTH_HINT, Hints.PolySmooth);
m_Real->glHint(eGL_TEXTURE_COMPRESSION_HINT, Hints.TexCompression);
m_Real->glDepthMask(DepthWriteMask);
m_Real->glClearDepth(DepthClearValue);
for(GLuint i=0; i < (GLuint)ARRAY_COUNT(DepthRanges); i++)
{
double v[2] = { DepthRanges[i].nearZ, DepthRanges[i].farZ };
m_Real->glDepthRangeArrayv(i, 1, v);
}
m_Real->glDepthBoundsEXT(DepthBounds.nearZ, DepthBounds.farZ);
{
m_Real->glStencilFuncSeparate(eGL_FRONT, StencilFront.func, StencilFront.ref, StencilFront.valuemask);
m_Real->glStencilFuncSeparate(eGL_BACK, StencilBack.func, StencilBack.ref, StencilBack.valuemask);
m_Real->glStencilMaskSeparate(eGL_FRONT, StencilFront.writemask);
m_Real->glStencilMaskSeparate(eGL_BACK, StencilBack.writemask);
m_Real->glStencilOpSeparate(eGL_FRONT, StencilFront.stencilFail, StencilFront.depthFail, StencilFront.pass);
m_Real->glStencilOpSeparate(eGL_BACK, StencilBack.stencilFail, StencilBack.depthFail, StencilBack.pass);
}
for(GLuint i=0; i < (GLuint)ARRAY_COUNT(ColorMasks); i++)
m_Real->glColorMaski(i, ColorMasks[i].red, ColorMasks[i].green, ColorMasks[i].blue, ColorMasks[i].alpha);
m_Real->glSampleMaski(0, (GLbitfield)SampleMask[0]);
m_Real->glClearColor(ColorClearValue.red, ColorClearValue.green, ColorClearValue.blue, ColorClearValue.alpha);
m_Real->glPatchParameteri(eGL_PATCH_VERTICES, PatchParams.numVerts);
m_Real->glPatchParameterfv(eGL_PATCH_DEFAULT_INNER_LEVEL, PatchParams.defaultInnerLevel);
m_Real->glPatchParameterfv(eGL_PATCH_DEFAULT_OUTER_LEVEL, PatchParams.defaultOuterLevel);
m_Real->glPolygonMode(eGL_FRONT_AND_BACK, PolygonMode);
m_Real->glPolygonOffset(PolygonOffset[0], PolygonOffset[1]);
m_Real->glFrontFace(FrontFace);
m_Real->glCullFace(CullFace);
}
void GLRenderState::Clear()
{
RDCEraseEl(Enabled);
RDCEraseEl(Tex2D);
RDCEraseEl(ActiveTexture);
RDCEraseEl(BufferBindings);
RDCEraseEl(AtomicCounter);
RDCEraseEl(ShaderStorage);
RDCEraseEl(TransformFeedback);
RDCEraseEl(UniformBinding);
RDCEraseEl(Blends);
RDCEraseEl(BlendColor);
RDCEraseEl(Viewports);
RDCEraseEl(Scissors);
RDCEraseEl(PatchParams);
RDCEraseEl(PolygonMode);
RDCEraseEl(PolygonOffset);
RDCEraseEl(DepthWriteMask);
RDCEraseEl(DepthClearValue);
RDCEraseEl(DepthRanges);
RDCEraseEl(DepthBounds);
RDCEraseEl(StencilFront);
RDCEraseEl(StencilBack);
RDCEraseEl(ColorMasks);
RDCEraseEl(SampleMask);
RDCEraseEl(ColorClearValue);
RDCEraseEl(Hints);
RDCEraseEl(FrontFace);
RDCEraseEl(CullFace);
}
void GLRenderState::Serialise(LogState state, void *ctx, GLResourceManager *rm)
{
// TODO check GL_MAX_*
m_pSerialiser->Serialise<eEnabled_Count>("GL_ENABLED", Enabled);
for(size_t i=0; i < ARRAY_COUNT(Tex2D); i++)
{
ResourceId ID = ResourceId();
if(state >= WRITING) ID = rm->GetID(TextureRes(ctx, Tex2D[i]));
m_pSerialiser->Serialise("GL_TEXTURE_BINDING_2D", ID);
if(state < WRITING && ID != ResourceId()) Tex2D[i] = rm->GetLiveResource(ID).name;
}
m_pSerialiser->Serialise("GL_ACTIVE_TEXTURE", ActiveTexture);
for(size_t i=0; i < ARRAY_COUNT(BufferBindings); i++)
{
ResourceId ID = ResourceId();
if(state >= WRITING) ID = rm->GetID(BufferRes(ctx, BufferBindings[i]));
m_pSerialiser->Serialise("GL_BUFFER_BINDING", ID);
if(state < WRITING && ID != ResourceId()) BufferBindings[i] = rm->GetLiveResource(ID).name;
}
struct { IdxRangeBuffer *bufs; int count; } idxBufs[] =
{
{ AtomicCounter, ARRAY_COUNT(AtomicCounter), },
{ ShaderStorage, ARRAY_COUNT(ShaderStorage), },
{ TransformFeedback, ARRAY_COUNT(TransformFeedback), },
{ UniformBinding, ARRAY_COUNT(UniformBinding), },
};
for(size_t b=0; b < ARRAY_COUNT(idxBufs); b++)
{
for(int i=0; i < idxBufs[b].count; i++)
{
ResourceId ID = ResourceId();
if(state >= WRITING) ID = rm->GetID(BufferRes(ctx, idxBufs[b].bufs[i].name));
m_pSerialiser->Serialise("BUFFER_BINDING", ID);
if(state < WRITING && ID != ResourceId()) idxBufs[b].bufs[i].name = rm->GetLiveResource(ID).name;
m_pSerialiser->Serialise("BUFFER_START", idxBufs[b].bufs[i].start);
m_pSerialiser->Serialise("BUFFER_SIZE", idxBufs[b].bufs[i].size);
}
}
for(size_t i=0; i < ARRAY_COUNT(Blends); i++)
{
m_pSerialiser->Serialise("GL_BLEND_EQUATION_RGB", Blends[i].EquationRGB);
m_pSerialiser->Serialise("GL_BLEND_EQUATION_ALPHA", Blends[i].EquationAlpha);
m_pSerialiser->Serialise("GL_BLEND_SRC_RGB", Blends[i].SourceRGB);
m_pSerialiser->Serialise("GL_BLEND_SRC_ALPHA", Blends[i].SourceAlpha);
m_pSerialiser->Serialise("GL_BLEND_DST_RGB", Blends[i].DestinationRGB);
m_pSerialiser->Serialise("GL_BLEND_DST_ALPHA", Blends[i].DestinationAlpha);
m_pSerialiser->Serialise("GL_BLEND", Blends[i].Enabled);
}
m_pSerialiser->Serialise<4>("GL_BLEND_COLOR", BlendColor);
for(size_t i=0; i < ARRAY_COUNT(Viewports); i++)
{
m_pSerialiser->Serialise("GL_VIEWPORT.x", Viewports[i].x);
m_pSerialiser->Serialise("GL_VIEWPORT.y", Viewports[i].y);
m_pSerialiser->Serialise("GL_VIEWPORT.w", Viewports[i].width);
m_pSerialiser->Serialise("GL_VIEWPORT.h", Viewports[i].height);
}
for(size_t i=0; i < ARRAY_COUNT(Scissors); i++)
{
m_pSerialiser->Serialise("GL_VIEWPORT.x", Scissors[i].x);
m_pSerialiser->Serialise("GL_VIEWPORT.y", Scissors[i].y);
m_pSerialiser->Serialise("GL_VIEWPORT.w", Scissors[i].width);
m_pSerialiser->Serialise("GL_VIEWPORT.h", Scissors[i].height);
}
m_pSerialiser->Serialise<8>("GL_DRAWBUFFERS", DrawBuffers);
m_pSerialiser->Serialise("GL_FRAGMENT_SHADER_DERIVATIVE_HINT", Hints.Derivatives);
m_pSerialiser->Serialise("GL_LINE_SMOOTH_HINT", Hints.LineSmooth);
m_pSerialiser->Serialise("GL_POLYGON_SMOOTH_HINT", Hints.PolySmooth);
m_pSerialiser->Serialise("GL_TEXTURE_COMPRESSION_HINT", Hints.TexCompression);
m_pSerialiser->Serialise("GL_DEPTH_WRITEMASK", DepthWriteMask);
m_pSerialiser->Serialise("GL_DEPTH_CLEAR_VALUE", DepthClearValue);
for(size_t i=0; i < ARRAY_COUNT(DepthRanges); i++)
{
m_pSerialiser->Serialise("GL_DEPTH_RANGE.near", DepthRanges[i].nearZ);
m_pSerialiser->Serialise("GL_DEPTH_RANGE.far", DepthRanges[i].farZ);
}
{
m_pSerialiser->Serialise("GL_DEPTH_BOUNDS_EXT.near", DepthBounds.nearZ);
m_pSerialiser->Serialise("GL_DEPTH_BOUNDS_EXT.far", DepthBounds.farZ);
}
{
m_pSerialiser->Serialise("GL_STENCIL_FUNC", StencilFront.func);
m_pSerialiser->Serialise("GL_STENCIL_BACK_FUNC", StencilBack.func);
m_pSerialiser->Serialise("GL_STENCIL_REF", StencilFront.ref);
m_pSerialiser->Serialise("GL_STENCIL_BACK_REF", StencilBack.ref);
m_pSerialiser->Serialise("GL_STENCIL_VALUE_MASK", StencilFront.valuemask);
m_pSerialiser->Serialise("GL_STENCIL_BACK_VALUE_MASK", StencilBack.valuemask);
m_pSerialiser->Serialise("GL_STENCIL_WRITEMASK", StencilFront.writemask);
m_pSerialiser->Serialise("GL_STENCIL_BACK_WRITEMASK", StencilBack.writemask);
m_pSerialiser->Serialise("GL_STENCIL_FAIL", StencilFront.stencilFail);
m_pSerialiser->Serialise("GL_STENCIL_BACK_FAIL", StencilBack.stencilFail);
m_pSerialiser->Serialise("GL_STENCIL_PASS_DEPTH_FAIL", StencilFront.depthFail);
m_pSerialiser->Serialise("GL_STENCIL_BACK_PASS_DEPTH_FAIL", StencilBack.depthFail);
m_pSerialiser->Serialise("GL_STENCIL_PASS_DEPTH_PASS", StencilFront.pass);
m_pSerialiser->Serialise("GL_STENCIL_BACK_PASS_DEPTH_PASS", StencilBack.pass);
}
for(size_t i=0; i < ARRAY_COUNT(ColorMasks); i++)
m_pSerialiser->Serialise<4>("GL_COLOR_WRITEMASK", &ColorMasks[i].red);
m_pSerialiser->Serialise<2>("GL_SAMPLE_MASK_VALUE", &SampleMask[0]);
m_pSerialiser->Serialise<4>("GL_COLOR_CLEAR_VALUE", &ColorClearValue.red);
{
m_pSerialiser->Serialise("GL_PATCH_VERTICES", PatchParams.numVerts);
m_pSerialiser->Serialise<2>("GL_PATCH_DEFAULT_INNER_LEVEL", &PatchParams.defaultInnerLevel[0]);
m_pSerialiser->Serialise<4>("GL_PATCH_DEFAULT_OUTER_LEVEL", &PatchParams.defaultOuterLevel[0]);
}
m_pSerialiser->Serialise("GL_POLYGON_MODE", PolygonMode);
m_pSerialiser->Serialise("GL_POLYGON_OFFSET_FACTOR", PolygonOffset[0]);
m_pSerialiser->Serialise("GL_POLYGON_OFFSET_UNITS", PolygonOffset[1]);
m_pSerialiser->Serialise("GL_FRONT_FACE", FrontFace);
m_pSerialiser->Serialise("GL_CULL_FACE_MODE", CullFace);
}