Files
renderdoc/renderdoc/driver/gl/gl_replay.cpp
T
baldurk 9b8adebb91 Bind resources while in READING, as we're replaying edit chunks
* While replaying the initial chunks, we're doing edit type operations but
  we haven't serialised out the binding operations in between, so in this
  state we do the bind-to-edit binds ourselves.
2014-06-01 11:54:54 +01:00

1319 lines
37 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 "common/string_utils.h"
GLReplay::GLReplay()
{
m_pDriver = NULL;
m_Proxy = false;
RDCEraseEl(m_ReplayCtx);
m_DebugCtx = NULL;
m_OutputWindowID = 1;
}
void GLReplay::Shutdown()
{
delete m_pDriver;
CloseReplayContext();
}
#pragma region Implemented
void GLReplay::ReadLogInitialisation()
{
MakeCurrentReplayContext(&m_ReplayCtx);
m_pDriver->ReadLogInitialisation();
}
void GLReplay::ReplayLog(uint32_t frameID, uint32_t startEventID, uint32_t endEventID, ReplayLogType replayType)
{
MakeCurrentReplayContext(&m_ReplayCtx);
m_pDriver->ReplayLog(frameID, startEventID, endEventID, replayType);
}
vector<FetchFrameRecord> GLReplay::GetFrameRecord()
{
return m_pDriver->GetFrameRecord();
}
ResourceId GLReplay::GetLiveID(ResourceId id)
{
return m_pDriver->GetResourceManager()->GetLiveID(id);
}
APIProperties GLReplay::GetAPIProperties()
{
APIProperties ret;
ret.pipelineType = ePipelineState_OpenGL;
return ret;
}
vector<ResourceId> GLReplay::GetBuffers()
{
vector<ResourceId> ret;
for(auto it=m_pDriver->m_Buffers.begin(); it != m_pDriver->m_Buffers.end(); ++it)
ret.push_back(it->first);
return ret;
}
vector<ResourceId> GLReplay::GetTextures()
{
vector<ResourceId> ret;
for(auto it=m_pDriver->m_Textures.begin(); it != m_pDriver->m_Textures.end(); ++it)
ret.push_back(it->first);
return ret;
}
void GLReplay::SetReplayData(GLWindowingData data)
{
m_ReplayCtx = data;
InitDebugData();
}
void GLReplay::InitCallstackResolver()
{
m_pDriver->GetSerialiser()->InitCallstackResolver();
}
bool GLReplay::HasCallstacks()
{
return m_pDriver->GetSerialiser()->HasCallstacks();
}
Callstack::StackResolver *GLReplay::GetCallstackResolver()
{
return m_pDriver->GetSerialiser()->GetCallstackResolver();
}
void GLReplay::CreateOutputWindowBackbuffer(OutputWindow &outwin)
{
if(m_pDriver == NULL) return;
MakeCurrentReplayContext(m_DebugCtx);
WrappedOpenGL &gl = *m_pDriver;
// create fake backbuffer for this output window.
// We'll make an FBO for this backbuffer on the replay context, so we can
// use the replay context to do the hard work of rendering to it, then just
// blit across to the real default framebuffer on the output window context
gl.glGenFramebuffers(1, &outwin.BlitData.windowFBO);
gl.glBindFramebuffer(eGL_FRAMEBUFFER, outwin.BlitData.windowFBO);
gl.glGenTextures(1, &outwin.BlitData.backbuffer);
gl.glBindTexture(eGL_TEXTURE_2D, outwin.BlitData.backbuffer);
gl.glTexStorage2D(eGL_TEXTURE_2D, 1, eGL_RGB8, outwin.width, outwin.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, outwin.BlitData.backbuffer, 0);
outwin.BlitData.replayFBO = 0;
}
void GLReplay::InitOutputWindow(OutputWindow &outwin)
{
if(m_pDriver == NULL) return;
MakeCurrentReplayContext(&outwin);
WrappedOpenGL &gl = *m_pDriver;
gl.glGenVertexArrays(1, &outwin.BlitData.emptyVAO);
gl.glBindVertexArray(outwin.BlitData.emptyVAO);
}
bool GLReplay::CheckResizeOutputWindow(uint64_t id)
{
if(id == 0 || m_OutputWindows.find(id) == m_OutputWindows.end())
return false;
OutputWindow &outw = m_OutputWindows[id];
if(outw.wnd == 0)
return false;
int32_t w, h;
GetOutputWindowDimensions(id, w, h);
if(w != outw.width || h != outw.height)
{
outw.width = w;
outw.height = h;
MakeCurrentReplayContext(m_DebugCtx);
WrappedOpenGL &gl = *m_pDriver;
gl.glDeleteTextures(1, &outw.BlitData.backbuffer);
gl.glDeleteFramebuffers(1, &outw.BlitData.windowFBO);
CreateOutputWindowBackbuffer(outw);
return true;
}
return false;
}
void GLReplay::BindOutputWindow(uint64_t id, bool depth)
{
if(id == 0 || m_OutputWindows.find(id) == m_OutputWindows.end())
return;
OutputWindow &outw = m_OutputWindows[id];
MakeCurrentReplayContext(m_DebugCtx);
m_pDriver->glBindFramebuffer(eGL_FRAMEBUFFER, outw.BlitData.windowFBO);
m_pDriver->glViewport(0, 0, outw.width, outw.height);
DebugData.outWidth = float(outw.width); DebugData.outHeight = float(outw.height);
}
void GLReplay::ClearOutputWindowColour(uint64_t id, float col[4])
{
if(id == 0 || m_OutputWindows.find(id) == m_OutputWindows.end())
return;
OutputWindow &outw = m_OutputWindows[id];
MakeCurrentReplayContext(m_DebugCtx);
m_pDriver->glClearBufferfv(eGL_COLOR, 0, col);
}
void GLReplay::ClearOutputWindowDepth(uint64_t id, float depth, uint8_t stencil)
{
if(id == 0 || m_OutputWindows.find(id) == m_OutputWindows.end())
return;
OutputWindow &outw = m_OutputWindows[id];
MakeCurrentReplayContext(&outw);
m_pDriver->glClearBufferfv(eGL_DEPTH, 0, &depth);
}
void GLReplay::FlipOutputWindow(uint64_t id)
{
if(id == 0 || m_OutputWindows.find(id) == m_OutputWindows.end())
return;
OutputWindow &outw = m_OutputWindows[id];
MakeCurrentReplayContext(&outw);
WrappedOpenGL &gl = *m_pDriver;
gl.glBindFramebuffer(eGL_FRAMEBUFFER, 0);
gl.glViewport(0, 0, outw.width, outw.height);
gl.glUseProgram(DebugData.blitProg);
gl.glActiveTexture(eGL_TEXTURE0);
gl.glBindTexture(eGL_TEXTURE_2D, outw.BlitData.backbuffer);
gl.glBindVertexArray(outw.BlitData.emptyVAO);
gl.glDrawArrays(eGL_TRIANGLE_STRIP, 0, 4);
SwapBuffers(&outw);
}
vector<byte> GLReplay::GetBufferData(ResourceId buff, uint32_t offset, uint32_t len)
{
vector<byte> ret;
if(m_pDriver->m_Buffers.find(buff) == m_pDriver->m_Buffers.end())
{
RDCWARN("Requesting data for non-existant buffer %llu", buff);
return ret;
}
auto &buf = m_pDriver->m_Buffers[buff];
if(len > 0 && offset+len > buf.size)
{
RDCWARN("Attempting to read off the end of the array. Will be clamped");
len = RDCMIN(len, uint32_t(buf.size-offset));
}
else if(len == 0)
{
len = (uint32_t)buf.size;
}
ret.resize(len);
WrappedOpenGL &gl = *m_pDriver;
MakeCurrentReplayContext(m_DebugCtx);
gl.glBindBuffer(eGL_COPY_READ_BUFFER, buf.resource.name);
gl.glGetBufferSubData(eGL_COPY_READ_BUFFER, (GLintptr)offset, (GLsizeiptr)len, &ret[0]);
return ret;
}
bool GLReplay::IsRenderOutput(ResourceId id)
{
for(int32_t i=0; i < m_CurPipelineState.m_FB.Color.count; i++)
{
if(m_CurPipelineState.m_FB.Color[i] == id)
return true;
}
if(m_CurPipelineState.m_FB.Depth == id ||
m_CurPipelineState.m_FB.Stencil == id)
return true;
return false;
}
#pragma endregion
#pragma region Mostly Implemented
FetchTexture GLReplay::GetTexture(ResourceId id)
{
FetchTexture tex;
MakeCurrentReplayContext(&m_ReplayCtx);
auto &res = m_pDriver->m_Textures[id];
if(res.resource.Namespace == eResUnknown)
{
RDCERR("Details for invalid texture id %llu requested", id);
RDCEraseEl(tex);
return tex;
}
WrappedOpenGL &gl = *m_pDriver;
tex.ID = m_pDriver->GetResourceManager()->GetOriginalID(id);
gl.glBindTexture(res.curType, res.resource.name);
// if I call this for levels 1, 2, .. etc. Can I get sizes that aren't mip dimensions?
GLint width = 1, height = 1, depth = 1, samples=1;
gl.glGetTexLevelParameteriv(res.curType, 0, eGL_TEXTURE_WIDTH, &width);
gl.glGetTexLevelParameteriv(res.curType, 0, eGL_TEXTURE_HEIGHT, &height);
gl.glGetTexLevelParameteriv(res.curType, 0, eGL_TEXTURE_DEPTH, &depth);
gl.glGetTexLevelParameteriv(res.curType, 0, eGL_TEXTURE_SAMPLES, &samples);
if(res.width == 0)
{
RDCWARN("TextureData::width didn't get filled out, setting at last minute");
res.width = width;
}
if(res.height == 0)
{
RDCWARN("TextureData::height didn't get filled out, setting at last minute");
res.height = height;
}
if(res.depth == 0)
{
RDCWARN("TextureData::depth didn't get filled out, setting at last minute");
res.depth = depth;
}
// reasonably common defaults
tex.msQual = 0;
tex.msSamp = 1;
tex.width = tex.height = tex.depth = tex.arraysize = 1;
tex.cubemap = false;
switch(res.curType)
{
case eGL_TEXTURE_1D:
case eGL_TEXTURE_BUFFER:
tex.dimension = 1;
tex.width = (uint32_t)width;
break;
case eGL_TEXTURE_1D_ARRAY:
tex.dimension = 1;
tex.width = (uint32_t)width;
tex.arraysize = depth;
break;
case eGL_TEXTURE_2D:
case eGL_TEXTURE_RECTANGLE:
case eGL_TEXTURE_2D_MULTISAMPLE:
case eGL_TEXTURE_CUBE_MAP:
tex.dimension = 2;
tex.width = (uint32_t)width;
tex.height = (uint32_t)height;
tex.cubemap = (res.curType == eGL_TEXTURE_CUBE_MAP);
tex.msSamp = (res.curType == eGL_TEXTURE_2D_MULTISAMPLE ? samples : 1);
break;
case eGL_TEXTURE_2D_ARRAY:
case eGL_TEXTURE_2D_MULTISAMPLE_ARRAY:
case eGL_TEXTURE_CUBE_MAP_ARRAY:
tex.dimension = 2;
tex.width = (uint32_t)width;
tex.height = (uint32_t)height;
tex.arraysize = depth;
tex.cubemap = (res.curType == eGL_TEXTURE_CUBE_MAP_ARRAY);
tex.msSamp = (res.curType == eGL_TEXTURE_2D_MULTISAMPLE_ARRAY ? samples : 1);
break;
case eGL_TEXTURE_3D:
tex.dimension = 3;
tex.width = (uint32_t)width;
tex.height = (uint32_t)height;
tex.depth = (uint32_t)depth;
break;
default:
tex.dimension = 2;
RDCERR("Unexpected texture enum %hs", ToStr::Get(res.curType).c_str());
}
GLint immut = 0;
gl.glGetTexParameteriv(res.curType, eGL_TEXTURE_IMMUTABLE_FORMAT, &immut);
if(immut)
{
gl.glGetTexParameteriv(res.curType, eGL_TEXTURE_IMMUTABLE_LEVELS, &immut);
tex.mips = (uint32_t)immut;
}
else
{
// assuming complete texture
GLint mips = 1;
gl.glGetTexParameteriv(res.curType, eGL_TEXTURE_MAX_LEVEL, &mips);
tex.mips = (uint32_t)mips;
}
tex.numSubresources = tex.mips*tex.arraysize;
// surely this will be the same for each level... right? that would be insane if it wasn't
GLint fmt = 0;
gl.glGetTexLevelParameteriv(res.curType, 0, eGL_TEXTURE_INTERNAL_FORMAT, &fmt);
tex.format = MakeResourceFormat(gl, res.curType, (GLenum)fmt);
string str = "";
char name[128] = {0};
gl.glGetObjectLabel(eGL_TEXTURE, res.resource.name, 127, NULL, name);
str = name;
tex.customName = true;
if(str == "")
{
tex.customName = false;
str = StringFormat::Fmt("Texture%dD %llu", tex.dimension, tex.ID);
}
tex.name = widen(str);
tex.creationFlags = eTextureCreate_SRV;
if(tex.format.compType == eCompType_Depth)
tex.creationFlags |= eTextureCreate_DSV;
GLNOTIMP("creationFlags are not calculated yet");
tex.byteSize = 0;
GLNOTIMP("Not calculating bytesize");
return tex;
}
FetchBuffer GLReplay::GetBuffer(ResourceId id)
{
FetchBuffer ret;
MakeCurrentReplayContext(&m_ReplayCtx);
auto &res = m_pDriver->m_Buffers[id];
if(res.resource.Namespace == eResUnknown)
{
RDCERR("Details for invalid buffer id %llu requested", id);
RDCEraseEl(ret);
return ret;
}
WrappedOpenGL &gl = *m_pDriver;
ret.ID = m_pDriver->GetResourceManager()->GetOriginalID(id);
gl.glBindBuffer(res.curType, res.resource.name);
ret.structureSize = 0;
GLNOTIMP("Not fetching structure size (if there's an equivalent)");
ret.creationFlags = 0;
switch(res.curType)
{
case eGL_ARRAY_BUFFER:
ret.creationFlags = eBufferCreate_VB;
break;
case eGL_ELEMENT_ARRAY_BUFFER:
ret.creationFlags = eBufferCreate_IB;
break;
case eGL_UNIFORM_BUFFER:
ret.creationFlags = eBufferCreate_CB;
break;
default:
RDCERR("Unexpected buffer type %hs", ToStr::Get(res.curType).c_str());
}
GLint size;
gl.glGetBufferParameteriv(res.curType, eGL_BUFFER_SIZE, &size);
ret.byteSize = ret.length = (uint32_t)size;
if(res.size == 0)
{
RDCWARN("BufferData::size didn't get filled out, setting at last minute");
res.size = ret.byteSize;
}
string str = "";
char name[128] = {0};
gl.glGetObjectLabel(eGL_BUFFER, res.resource.name, 127, NULL, name);
str = name;
ret.customName = true;
if(str == "")
{
ret.customName = false;
str = StringFormat::Fmt("Buffer %llu", ret.ID);
}
ret.name = widen(str);
return ret;
}
ShaderReflection *GLReplay::GetShader(ResourceId id)
{
WrappedOpenGL &gl = *m_pDriver;
MakeCurrentReplayContext(&m_ReplayCtx);
GLuint curProg = 0;
gl.glGetIntegerv(eGL_CURRENT_PROGRAM, (GLint*)&curProg);
auto &progDetails = m_pDriver->m_Programs[m_pDriver->GetResourceManager()->GetID(ProgramRes(curProg))];
auto &shaderDetails = m_pDriver->m_Shaders[id];
auto &refl = shaderDetails.reflection;
// initialise reflection data
// TODO: do this earlier. In glLinkProgram?
if(refl.DebugInfo.files.count == 0)
{
refl.DebugInfo.entryFunc = "main";
refl.DebugInfo.compileFlags = 0;
create_array_uninit(refl.DebugInfo.files, shaderDetails.sources.size());
for(size_t i=0; i < shaderDetails.sources.size(); i++)
{
refl.DebugInfo.files[i].first = StringFormat::Fmt("source%u.glsl", (uint32_t)i);
refl.DebugInfo.files[i].second = shaderDetails.sources[i];
}
refl.Disassembly = "";
vector<ShaderResource> resources;
GLint numUniforms = 0;
gl.glGetProgramInterfaceiv(curProg, eGL_UNIFORM, eGL_ACTIVE_RESOURCES, &numUniforms);
const size_t numProps = 6;
GLenum resProps[numProps] = {
eGL_REFERENCED_BY_VERTEX_SHADER,
eGL_TYPE, eGL_NAME_LENGTH, eGL_LOCATION, eGL_BLOCK_INDEX, eGL_ARRAY_SIZE,
};
if(shaderDetails.type == eGL_VERTEX_SHADER) resProps[0] = eGL_REFERENCED_BY_VERTEX_SHADER;
if(shaderDetails.type == eGL_TESS_CONTROL_SHADER) resProps[0] = eGL_REFERENCED_BY_TESS_CONTROL_SHADER;
if(shaderDetails.type == eGL_TESS_EVALUATION_SHADER) resProps[0] = eGL_REFERENCED_BY_TESS_EVALUATION_SHADER;
if(shaderDetails.type == eGL_GEOMETRY_SHADER) resProps[0] = eGL_REFERENCED_BY_GEOMETRY_SHADER;
if(shaderDetails.type == eGL_FRAGMENT_SHADER) resProps[0] = eGL_REFERENCED_BY_FRAGMENT_SHADER;
if(shaderDetails.type == eGL_COMPUTE_SHADER) resProps[0] = eGL_REFERENCED_BY_COMPUTE_SHADER;
for(GLint u=0; u < numUniforms; u++)
{
GLint values[numProps];
gl.glGetProgramResourceiv(curProg, eGL_UNIFORM, u, numProps, resProps, numProps, NULL, values);
// skip if unused by this stage
if(values[0] == GL_FALSE)
continue;
ShaderResource res;
res.IsSampler = false; // no separate sampler objects in GL
if(values[1] == GL_SAMPLER_2D)
{
res.IsSRV = true;
res.IsTexture = true;
res.IsUAV = false;
res.resType = eResType_Texture2D;
res.variableType.descriptor.name = "sampler2D";
res.variableType.descriptor.rows = 1;
res.variableType.descriptor.cols = 4;
res.variableType.descriptor.elements = 1;
}
else if(values[1] == GL_INT_SAMPLER_1D)
{
res.IsSRV = true;
res.IsTexture = true;
res.IsUAV = false;
res.resType = eResType_Texture1D;
res.variableType.descriptor.name = "isampler1D";
res.variableType.descriptor.rows = 1;
res.variableType.descriptor.cols = 4;
res.variableType.descriptor.elements = 1;
}
else
{
// fill in more sampler types
continue;
}
res.variableAddress = values[3];
create_array_uninit(res.name, values[2]+1);
gl.glGetProgramResourceName(curProg, eGL_UNIFORM, u, values[2]+1, NULL, res.name.elems);
res.name.count--; // trim off trailing null
resources.push_back(res);
}
refl.Resources = resources;
vector<ShaderConstant> globalUniforms;
for(GLint u=0; u < numUniforms; u++)
{
GLint values[numProps];
gl.glGetProgramResourceiv(curProg, eGL_UNIFORM, u, numProps, resProps, numProps, NULL, values);
// skip if unused by this stage
if(values[0] == GL_FALSE)
continue;
// don't look at block uniforms just yet
if(values[4] != -1)
{
GLNOTIMP("Not fetching uniforms in UBOs (should become their own ConstantBlocks)");
continue;
}
ShaderConstant var;
if(values[1] == GL_FLOAT_VEC4)
{
var.type.descriptor.name = "vec4";
var.type.descriptor.rows = 1;
var.type.descriptor.cols = 4;
var.type.descriptor.elements = values[5];
}
else if(values[1] == GL_FLOAT_VEC3)
{
var.type.descriptor.name = "vec3";
var.type.descriptor.rows = 1;
var.type.descriptor.cols = 3;
var.type.descriptor.elements = values[5];
}
else if(values[1] == GL_FLOAT_MAT4)
{
var.type.descriptor.name = "mat4";
var.type.descriptor.rows = 4;
var.type.descriptor.cols = 4;
var.type.descriptor.elements = values[5];
}
else
{
// fill in more uniform types
continue;
}
var.reg.vec = values[3];
var.reg.comp = 0;
create_array_uninit(var.name, values[2]+1);
gl.glGetProgramResourceName(curProg, eGL_UNIFORM, u, values[2]+1, NULL, var.name.elems);
var.name.count--; // trim off trailing null
if(strchr(var.name.elems, '.'))
{
GLNOTIMP("Variable contains . - structure not reconstructed");
}
globalUniforms.push_back(var);
}
vector<ConstantBlock> cbuffers;
if(!globalUniforms.empty())
{
ConstantBlock globals;
globals.name = "Globals";
globals.bufferAddress = -1;
globals.variables = globalUniforms;
cbuffers.push_back(globals);
}
// here we would iterate over UNIFORM_BLOCKs or similar
// TODO: fill in Interfaces with shader subroutines?
// TODO: find a way of generating input/output signature.
// The only way I can think of doing this is to generate separable programs for each
// shader stage, but that requires modifying the glsl to redeclare built-in blocks if necessary.
refl.ConstantBlocks = cbuffers;
}
// update samplers with latest uniform values
for(int32_t i=0; i < refl.Resources.count; i++)
{
if(refl.Resources.elems[i].IsSRV && refl.Resources.elems[i].IsTexture)
gl.glGetUniformiv(curProg, refl.Resources.elems[i].variableAddress, (GLint *)&refl.Resources.elems[i].bindPoint);
}
return &refl;
}
void GLReplay::SavePipelineState()
{
GLPipelineState &pipe = m_CurPipelineState;
WrappedOpenGL &gl = *m_pDriver;
GLResourceManager *rm = m_pDriver->GetResourceManager();
MakeCurrentReplayContext(&m_ReplayCtx);
// Index buffer
pipe.m_VtxIn.ibuffer.Offset = m_pDriver->m_LastIndexOffset;
pipe.m_VtxIn.ibuffer.Format = ResourceFormat();
pipe.m_VtxIn.ibuffer.Format.special = false;
pipe.m_VtxIn.ibuffer.Format.compCount = 1;
pipe.m_VtxIn.ibuffer.Format.compType = eCompType_UInt;
switch(m_pDriver->m_LastIndexSize)
{
default:
break;
case eGL_UNSIGNED_BYTE:
pipe.m_VtxIn.ibuffer.Format.compByteWidth = 1;
pipe.m_VtxIn.ibuffer.Format.strname = L"GL_UNSIGNED_BYTE";
break;
case eGL_UNSIGNED_SHORT:
pipe.m_VtxIn.ibuffer.Format.compByteWidth = 2;
pipe.m_VtxIn.ibuffer.Format.strname = L"GL_UNSIGNED_SHORT";
break;
case eGL_UNSIGNED_INT:
pipe.m_VtxIn.ibuffer.Format.compByteWidth = 4;
pipe.m_VtxIn.ibuffer.Format.strname = L"GL_UNSIGNED_INT";
break;
}
GLint curIdxBuf = 0;
gl.glGetIntegerv(eGL_ELEMENT_ARRAY_BUFFER_BINDING, &curIdxBuf);
pipe.m_VtxIn.ibuffer.Buffer = rm->GetOriginalID(rm->GetID(BufferRes(curIdxBuf)));
// Vertex buffers and attributes
GLint numVBufferBindings = 16;
gl.glGetIntegerv(eGL_MAX_VERTEX_ATTRIB_BINDINGS, &numVBufferBindings);
GLint numVAttribBindings = 16;
gl.glGetIntegerv(eGL_MAX_VERTEX_ATTRIBS, &numVAttribBindings);
create_array_uninit(pipe.m_VtxIn.vbuffers, numVBufferBindings);
create_array_uninit(pipe.m_VtxIn.attributes, numVAttribBindings);
for(GLuint i=0; i < (GLuint)numVBufferBindings; i++)
{
GLint vb = 0;
gl.glGetIntegeri_v(eGL_VERTEX_BINDING_BUFFER, i, &vb);
pipe.m_VtxIn.vbuffers[i].Buffer = rm->GetOriginalID(rm->GetID(BufferRes(vb)));
gl.glGetIntegeri_v(eGL_VERTEX_BINDING_STRIDE, i, (GLint *)&pipe.m_VtxIn.vbuffers[i].Stride);
gl.glGetIntegeri_v(eGL_VERTEX_BINDING_OFFSET, i, (GLint *)&pipe.m_VtxIn.vbuffers[i].Offset);
gl.glGetIntegeri_v(eGL_VERTEX_BINDING_DIVISOR, i, (GLint *)&pipe.m_VtxIn.vbuffers[i].Divisor);
pipe.m_VtxIn.vbuffers[i].PerInstance = (pipe.m_VtxIn.vbuffers[i].Divisor != 0);
}
for(GLuint i=0; i < (GLuint)numVAttribBindings; i++)
{
gl.glGetVertexAttribiv(i, eGL_VERTEX_ATTRIB_ARRAY_ENABLED, (GLint *)&pipe.m_VtxIn.attributes[i].Enabled);
gl.glGetVertexAttribiv(i, eGL_VERTEX_ATTRIB_BINDING, (GLint *)&pipe.m_VtxIn.attributes[i].BufferSlot);
gl.glGetVertexAttribiv(i, eGL_VERTEX_ATTRIB_RELATIVE_OFFSET, (GLint*)&pipe.m_VtxIn.attributes[i].RelativeOffset);
GLenum type = eGL_FLOAT;
GLint normalized = 0;
gl.glGetVertexAttribiv(i, eGL_VERTEX_ATTRIB_ARRAY_TYPE, (GLint *)&type);
gl.glGetVertexAttribiv(i, eGL_VERTEX_ATTRIB_ARRAY_NORMALIZED, &normalized);
ResourceFormat fmt;
fmt.special = false;
fmt.compCount = 4;
gl.glGetVertexAttribiv(i, eGL_VERTEX_ATTRIB_ARRAY_SIZE, (GLint *)&fmt.compCount);
switch(type)
{
default:
case eGL_BYTE:
fmt.compByteWidth = 1;
fmt.compType = normalized ? eCompType_SInt : eCompType_SNorm;
fmt.strname = StringFormat::WFmt(L"GL_BYTE%d", fmt.compCount) + (normalized ? L"" : L"_SNORM");
break;
case eGL_UNSIGNED_BYTE:
fmt.compByteWidth = 1;
fmt.compType = normalized ? eCompType_UInt : eCompType_UNorm;
fmt.strname = StringFormat::WFmt(L"GL_UNSIGNED_BYTE%d", fmt.compCount) + (normalized ? L"" : L"_UNORM");
break;
case eGL_SHORT:
fmt.compByteWidth = 2;
fmt.compType = normalized ? eCompType_SInt : eCompType_SNorm;
fmt.strname = StringFormat::WFmt(L"GL_SHORT%d", fmt.compCount) + (normalized ? L"" : L"_SNORM");
break;
case eGL_UNSIGNED_SHORT:
fmt.compByteWidth = 2;
fmt.compType = normalized ? eCompType_UInt : eCompType_UNorm;
fmt.strname = StringFormat::WFmt(L"GL_UNSIGNED_SHORT%d", fmt.compCount) + (normalized ? L"" : L"_UNORM");
break;
case eGL_INT:
fmt.compByteWidth = 4;
fmt.compType = normalized ? eCompType_SInt : eCompType_SNorm;
fmt.strname = StringFormat::WFmt(L"GL_INT%d", fmt.compCount) + (normalized ? L"" : L"_SNORM");
break;
case eGL_UNSIGNED_INT:
fmt.compByteWidth = 4;
fmt.compType = normalized ? eCompType_UInt : eCompType_UNorm;
fmt.strname = StringFormat::WFmt(L"GL_UNSIGNED_INT%d", fmt.compCount) + (normalized ? L"" : L"_UNORM");
break;
case eGL_FLOAT:
fmt.compByteWidth = 4;
fmt.compType = eCompType_Float;
fmt.strname = StringFormat::WFmt(L"GL_FLOAT%d", fmt.compCount);
break;
case eGL_DOUBLE:
fmt.compByteWidth = 8;
fmt.compType = eCompType_Double;
fmt.strname = StringFormat::WFmt(L"GL_DOUBLE%d", fmt.compCount);
break;
case eGL_HALF_FLOAT:
fmt.compByteWidth = 2;
fmt.compType = eCompType_Float;
fmt.strname = StringFormat::WFmt(L"GL_HALF_FLOAT%d", fmt.compCount);
break;
case eGL_INT_2_10_10_10_REV:
fmt.special = true;
fmt.specialFormat = eSpecial_R10G10B10A2;
fmt.compCount = 4;
fmt.compType = eCompType_UInt;
fmt.strname = L"GL_INT_2_10_10_10_REV";
break;
case eGL_UNSIGNED_INT_2_10_10_10_REV:
fmt.special = true;
fmt.specialFormat = eSpecial_R10G10B10A2;
fmt.compCount = 4;
fmt.compType = eCompType_SInt;
fmt.strname = L"eGL_UNSIGNED_INT_2_10_10_10_REV";
break;
case eGL_UNSIGNED_INT_10F_11F_11F_REV:
fmt.special = true;
fmt.specialFormat = eSpecial_R11G11B10;
fmt.compCount = 3;
fmt.compType = eCompType_SInt;
fmt.strname = L"eGL_UNSIGNED_INT_10F_11F_11F_REV";
break;
}
pipe.m_VtxIn.attributes[i].Format = fmt;
}
switch(m_pDriver->m_LastDrawMode)
{
default:
pipe.m_VtxIn.Topology = eTopology_Unknown;
break;
case GL_POINTS:
pipe.m_VtxIn.Topology = eTopology_PointList;
break;
case GL_LINE_STRIP:
pipe.m_VtxIn.Topology = eTopology_LineStrip;
break;
case GL_LINE_LOOP:
pipe.m_VtxIn.Topology = eTopology_LineLoop;
break;
case GL_LINES:
pipe.m_VtxIn.Topology = eTopology_LineList;
break;
case GL_LINE_STRIP_ADJACENCY:
pipe.m_VtxIn.Topology = eTopology_LineStrip_Adj;
break;
case GL_LINES_ADJACENCY:
pipe.m_VtxIn.Topology = eTopology_LineList_Adj;
break;
case GL_TRIANGLE_STRIP:
pipe.m_VtxIn.Topology = eTopology_TriangleStrip;
break;
case GL_TRIANGLE_FAN:
pipe.m_VtxIn.Topology = eTopology_TriangleFan;
break;
case GL_TRIANGLES:
pipe.m_VtxIn.Topology = eTopology_TriangleList;
break;
case GL_TRIANGLE_STRIP_ADJACENCY:
pipe.m_VtxIn.Topology = eTopology_TriangleStrip_Adj;
break;
case GL_TRIANGLES_ADJACENCY:
pipe.m_VtxIn.Topology = eTopology_TriangleList_Adj;
break;
case GL_PATCHES:
{
GLint patchCount = 3;
gl.glGetIntegerv(eGL_PATCH_VERTICES, &patchCount);
pipe.m_VtxIn.Topology = PrimitiveTopology(eTopology_PatchList_1CPs+patchCount);
break;
}
}
// Shader stages
GLuint curProg = 0;
gl.glGetIntegerv(eGL_CURRENT_PROGRAM, (GLint*)&curProg);
auto &progDetails = m_pDriver->m_Programs[rm->GetID(ProgramRes(curProg))];
RDCASSERT(progDetails.shaders.size());
for(size_t i=0; i < progDetails.shaders.size(); i++)
{
if(m_pDriver->m_Shaders[ progDetails.shaders[i] ].type == eGL_VERTEX_SHADER)
pipe.m_VS.Shader = rm->GetOriginalID(progDetails.shaders[i]);
else if(m_pDriver->m_Shaders[ progDetails.shaders[i] ].type == eGL_FRAGMENT_SHADER)
pipe.m_FS.Shader = rm->GetOriginalID(progDetails.shaders[i]);
}
pipe.m_VS.stage = eShaderStage_Vertex;
pipe.m_TCS.stage = eShaderStage_Tess_Control;
pipe.m_TES.stage = eShaderStage_Tess_Eval;
pipe.m_GS.stage = eShaderStage_Geometry;
pipe.m_FS.stage = eShaderStage_Fragment;
pipe.m_CS.stage = eShaderStage_Compute;
// Textures
GLint numTexUnits = 8;
gl.glGetIntegerv(eGL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &numTexUnits);
create_array_uninit(pipe.Textures, numTexUnits);
GLenum activeTexture = eGL_TEXTURE0;
gl.glGetIntegerv(eGL_ACTIVE_TEXTURE, (GLint*)&activeTexture);
// GL is ass-backwards in its handling of texture units. When a shader is active
// the types in the glsl samplers inform which targets are used from which texture units
//
// So texture unit 5 can have a 2D bound (texture 52) and a Cube bound (texture 77).
// * if a uniform sampler2D has value 5 then the 2D texture is used, and we sample from 52
// * if a uniform samplerCube has value 5 then the Cube texture is used, and we sample from 77
// It's illegal for both a sampler2D and samplerCube to both have the same value (or any two
// different types). It makes it all rather pointless and needlessly complex.
//
// What we have to do then, is consider the program, look at the values of the uniforms, and
// then get the appropriate current binding based on the uniform type. We can warn/alert the
// user if we hit the illegal case of two uniforms with different types but the same value
//
// Handling is different if no shaders are active, but we don't consider that case.
// prefetch uniform values in GetShader()
ShaderReflection *refls[6];
for(size_t s=0; s < progDetails.shaders.size(); s++)
refls[s] = GetShader(progDetails.shaders[s]);
for(GLint unit=0; unit < numTexUnits; unit++)
{
GLenum binding = eGL_UNKNOWN_ENUM;
GLenum target = eGL_UNKNOWN_ENUM;
for(size_t s=0; s < progDetails.shaders.size(); s++)
{
if(refls[s] == NULL) continue;
for(int32_t r=0; r < refls[s]->Resources.count; r++)
{
// bindPoint is the uniform value for this sampler
if(refls[s]->Resources[r].bindPoint == (uint32_t)unit)
{
GLenum t = eGL_UNKNOWN_ENUM;
switch(refls[s]->Resources[r].resType)
{
case eResType_None:
t = eGL_UNKNOWN_ENUM;
break;
case eResType_Buffer:
t = eGL_TEXTURE_BINDING_BUFFER;
break;
case eResType_Texture1D:
t = eGL_TEXTURE_BINDING_1D;
target = eGL_TEXTURE_1D;
break;
case eResType_Texture1DArray:
t = eGL_TEXTURE_BINDING_1D_ARRAY;
target = eGL_TEXTURE_1D_ARRAY;
break;
case eResType_Texture2D:
t = eGL_TEXTURE_BINDING_2D;
target = eGL_TEXTURE_2D;
break;
case eResType_Texture2DArray:
t = eGL_TEXTURE_BINDING_2D_ARRAY;
target = eGL_TEXTURE_2D_ARRAY;
break;
case eResType_Texture2DMS:
t = eGL_TEXTURE_BINDING_2D_MULTISAMPLE;
target = eGL_TEXTURE_2D_MULTISAMPLE;
break;
case eResType_Texture2DMSArray:
t = eGL_TEXTURE_BINDING_2D_MULTISAMPLE_ARRAY;
target = eGL_TEXTURE_2D_MULTISAMPLE_ARRAY;
break;
case eResType_Texture3D:
t = eGL_TEXTURE_BINDING_3D;
target = eGL_TEXTURE_3D;
break;
case eResType_TextureCube:
t = eGL_TEXTURE_BINDING_CUBE_MAP;
target = eGL_TEXTURE_CUBE_MAP;
break;
case eResType_TextureCubeArray:
t = eGL_TEXTURE_BINDING_CUBE_MAP_ARRAY;
target = eGL_TEXTURE_CUBE_MAP_ARRAY;
break;
}
if(binding == eGL_UNKNOWN_ENUM)
{
binding = t;
}
else if(binding == t)
{
// two uniforms with the same type pointing to the same slot is fine
binding = t;
}
else if(binding != t)
{
RDCWARN("Two uniforms pointing to texture unit %d with types %s and %s", unit, ToStr::Get(binding).c_str(), ToStr::Get(t).c_str());
}
}
}
}
if(binding != eGL_UNKNOWN_ENUM)
{
gl.glActiveTexture(GLenum(eGL_TEXTURE0+unit));
GLuint tex;
gl.glGetIntegerv(binding, (GLint *)&tex);
// very bespoke/specific
GLint firstSlice = 0;
gl.glGetTexParameteriv(target, eGL_TEXTURE_VIEW_MIN_LEVEL, &firstSlice);
pipe.Textures[unit].Resource = rm->GetOriginalID(rm->GetID(TextureRes(tex)));
pipe.Textures[unit].FirstSlice = (uint32_t)firstSlice;
}
else
{
// what should we do in this case? there could be something bound just not used,
// it'd be nice to return that
}
}
gl.glActiveTexture(activeTexture);
GLuint curFBO = 0;
gl.glGetIntegerv(eGL_DRAW_FRAMEBUFFER_BINDING, (GLint*)&curFBO);
GLint numCols = 8;
gl.glGetIntegerv(eGL_MAX_COLOR_ATTACHMENTS, &numCols);
GLuint curCol[32] = { 0 };
GLuint curDepth = 0;
GLuint curStencil = 0;
RDCASSERT(numCols <= 32);
// we should never bind the true default framebuffer - if the app did, we will have our fake bound
RDCASSERT(curFBO != 0);
{
for(GLint i=0; i < numCols; i++)
gl.glGetFramebufferAttachmentParameteriv(eGL_DRAW_FRAMEBUFFER, GLenum(eGL_COLOR_ATTACHMENT0+i), eGL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME, (GLint*)&curCol[i]);
gl.glGetFramebufferAttachmentParameteriv(eGL_DRAW_FRAMEBUFFER, eGL_DEPTH_ATTACHMENT, eGL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME, (GLint*)&curDepth);
gl.glGetFramebufferAttachmentParameteriv(eGL_DRAW_FRAMEBUFFER, eGL_STENCIL_ATTACHMENT, eGL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME, (GLint*)&curStencil);
}
pipe.m_FB.FBO = rm->GetOriginalID(rm->GetID(FramebufferRes(curFBO)));
create_array_uninit(pipe.m_FB.Color, numCols);
for(GLint i=0; i < numCols; i++)
pipe.m_FB.Color[i] = rm->GetOriginalID(rm->GetID(TextureRes(curCol[i])));
pipe.m_FB.Depth = rm->GetOriginalID(rm->GetID(TextureRes(curDepth)));
pipe.m_FB.Stencil = rm->GetOriginalID(rm->GetID(TextureRes(curStencil)));
}
void GLReplay::FillCBufferVariables(ResourceId shader, uint32_t cbufSlot, vector<ShaderVariable> &outvars, const vector<byte> &data)
{
WrappedOpenGL &gl = *m_pDriver;
MakeCurrentReplayContext(&m_ReplayCtx);
GLuint curProg = 0;
gl.glGetIntegerv(eGL_CURRENT_PROGRAM, (GLint*)&curProg);
auto &progDetails = m_pDriver->m_Programs[m_pDriver->GetResourceManager()->GetID(ProgramRes(curProg))];
auto &shaderDetails = m_pDriver->m_Shaders[shader];
GLint numUniforms = 0;
gl.glGetProgramInterfaceiv(curProg, eGL_UNIFORM, eGL_ACTIVE_RESOURCES, &numUniforms);
const size_t numProps = 6;
GLenum resProps[numProps] = {
eGL_REFERENCED_BY_VERTEX_SHADER,
eGL_TYPE, eGL_NAME_LENGTH, eGL_LOCATION, eGL_BLOCK_INDEX, eGL_ARRAY_SIZE,
};
if(shaderDetails.type == eGL_VERTEX_SHADER) resProps[0] = eGL_REFERENCED_BY_VERTEX_SHADER;
if(shaderDetails.type == eGL_TESS_CONTROL_SHADER) resProps[0] = eGL_REFERENCED_BY_TESS_CONTROL_SHADER;
if(shaderDetails.type == eGL_TESS_EVALUATION_SHADER) resProps[0] = eGL_REFERENCED_BY_TESS_EVALUATION_SHADER;
if(shaderDetails.type == eGL_GEOMETRY_SHADER) resProps[0] = eGL_REFERENCED_BY_GEOMETRY_SHADER;
if(shaderDetails.type == eGL_FRAGMENT_SHADER) resProps[0] = eGL_REFERENCED_BY_FRAGMENT_SHADER;
if(shaderDetails.type == eGL_COMPUTE_SHADER) resProps[0] = eGL_REFERENCED_BY_COMPUTE_SHADER;
for(GLint u=0; u < numUniforms; u++)
{
GLint values[numProps];
gl.glGetProgramResourceiv(curProg, eGL_UNIFORM, u, numProps, resProps, numProps, NULL, values);
if(values[0] == GL_FALSE)
continue;
// don't look at block uniforms just yet
if(values[4] != -1)
continue;
ShaderVariable var;
RDCASSERT(values[5] <= 1); // don't handle arrays yet
if(values[1] == GL_FLOAT_VEC4)
{
var.type = eVar_Float;
var.columns = 4;
var.rows = 1;
gl.glGetUniformfv(curProg, values[3], var.value.fv);
}
else if(values[1] == GL_FLOAT_VEC3)
{
var.type = eVar_Float;
var.columns = 3;
var.rows = 1;
gl.glGetUniformfv(curProg, values[3], var.value.fv);
}
else if(values[1] == GL_FLOAT_MAT4)
{
var.type = eVar_Float;
var.columns = 4;
var.rows = 4;
gl.glGetUniformfv(curProg, values[3], var.value.fv);
}
else
{
continue;
}
create_array_uninit(var.name, values[2]+1);
gl.glGetProgramResourceName(curProg, eGL_UNIFORM, u, values[2]+1, NULL, var.name.elems);
var.name.count--; // trim off trailing null
outvars.push_back(var);
}
}
#pragma endregion
bool GLReplay::GetMinMax(ResourceId texid, uint32_t sliceFace, uint32_t mip, float *minval, float *maxval)
{
RDCUNIMPLEMENTED();
return false;
}
bool GLReplay::GetHistogram(ResourceId texid, uint32_t sliceFace, uint32_t mip, float minval, float maxval, bool channels[4], vector<uint32_t> &histogram)
{
RDCUNIMPLEMENTED();
return false;
}
void GLReplay::InitPostVSBuffers(uint32_t frameID, uint32_t eventID)
{
GLNOTIMP("GLReplay::InitPostVSBuffers");
}
vector<EventUsage> GLReplay::GetUsage(ResourceId id)
{
GLNOTIMP("GetUsage");
return vector<EventUsage>();
}
void GLReplay::SetContextFilter(ResourceId id, uint32_t firstDefEv, uint32_t lastDefEv)
{
RDCUNIMPLEMENTED();
}
void GLReplay::FreeTargetResource(ResourceId id)
{
RDCUNIMPLEMENTED();
}
void GLReplay::FreeCustomShader(ResourceId id)
{
RDCUNIMPLEMENTED();
}
PostVSMeshData GLReplay::GetPostVSBuffers(uint32_t frameID, uint32_t eventID, MeshDataStage stage)
{
PostVSMeshData ret;
RDCEraseEl(ret);
GLNOTIMP("GLReplay::GetPostVSBuffers");
return ret;
}
byte *GLReplay::GetTextureData(ResourceId tex, uint32_t arrayIdx, uint32_t mip, size_t &dataSize)
{
RDCUNIMPLEMENTED();
return NULL;
}
void GLReplay::ReplaceResource(ResourceId from, ResourceId to)
{
RDCUNIMPLEMENTED();
}
void GLReplay::RemoveReplacement(ResourceId id)
{
RDCUNIMPLEMENTED();
}
void GLReplay::TimeDrawcalls(rdctype::array<FetchDrawcall> &arr)
{
RDCUNIMPLEMENTED();
}
bool GLReplay::SaveTexture(ResourceId tex, uint32_t saveMip, wstring path)
{
RDCUNIMPLEMENTED();
return false;
}
void GLReplay::BuildTargetShader(string source, string entry, const uint32_t compileFlags, ShaderStageType type, ResourceId *id, string *errors)
{
RDCUNIMPLEMENTED();
}
void GLReplay::BuildCustomShader(string source, string entry, const uint32_t compileFlags, ShaderStageType type, ResourceId *id, string *errors)
{
RDCUNIMPLEMENTED();
}
ShaderDebugTrace GLReplay::DebugVertex(uint32_t frameID, uint32_t eventID, uint32_t vertid, uint32_t instid, uint32_t idx, uint32_t instOffset, uint32_t vertOffset)
{
RDCUNIMPLEMENTED();
return ShaderDebugTrace();
}
ShaderDebugTrace GLReplay::DebugPixel(uint32_t frameID, uint32_t eventID, uint32_t x, uint32_t y)
{
RDCUNIMPLEMENTED();
return ShaderDebugTrace();
}
ShaderDebugTrace GLReplay::DebugThread(uint32_t frameID, uint32_t eventID, uint32_t groupid[3], uint32_t threadid[3])
{
RDCUNIMPLEMENTED();
return ShaderDebugTrace();
}
ResourceId GLReplay::ApplyCustomShader(ResourceId shader, ResourceId texid, uint32_t mip)
{
RDCUNIMPLEMENTED();
return ResourceId();
}
ResourceId GLReplay::CreateProxyTexture( FetchTexture templateTex )
{
RDCUNIMPLEMENTED();
return ResourceId();
}
void GLReplay::SetProxyTextureData(ResourceId texid, uint32_t arrayIdx, uint32_t mip, byte *data, size_t dataSize)
{
RDCUNIMPLEMENTED();
}
const GLHookSet &GetRealFunctions();
// defined in gl_replay_<platform>.cpp
ReplayCreateStatus GL_CreateReplayDevice(const wchar_t *logfile, IReplayDriver **driver);
static DriverRegistration GLDriverRegistration(RDC_OpenGL, L"OpenGL", &GL_CreateReplayDevice);