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gl_common.cpp
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6451 lines (6155 loc) · 304 KB
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/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 2015-2017 Baldur Karlsson
* 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_common.h"
#include "core/core.h"
#include "serialise/string_utils.h"
#include "gl_driver.h"
bool HasExt[GLExtension_Count] = {};
bool VendorCheck[VendorCheck_Count] = {};
int GLCoreVersion = 0;
bool GLIsCore = false;
bool IsGLES = false;
bool CheckReplayContext(PFNGLGETSTRINGPROC getStr, PFNGLGETINTEGERVPROC getInt,
PFNGLGETSTRINGIPROC getStri)
{
// we can't do without these extensions, but they should be present on any reasonable driver
// as they should have minimal or no hardware requirement. They were present on mesa 10.6
// for all drivers which dates to mid 2015.
#undef EXT_TO_CHECK
#define EXT_TO_CHECK(ver, glesver, ext) ext,
enum
{
EXTENSION_CHECKS() ext_count,
};
bool exts[ext_count] = {};
if(getStr)
RDCLOG("Running GL replay on: %s / %s / %s", getStr(eGL_VENDOR), getStr(eGL_RENDERER),
getStr(eGL_VERSION));
string extensionString = "";
GLint numExts = 0;
getInt(eGL_NUM_EXTENSIONS, &numExts);
for(GLint e = 0; e < numExts; e++)
{
const char *ext = (const char *)getStri(eGL_EXTENSIONS, (GLuint)e);
extensionString += StringFormat::Fmt("[%d]: %s, ", e, ext);
if(e > 0 && (e % 100) == 0)
{
RDCLOG("%s", extensionString.c_str());
extensionString = "";
}
// skip the "GL_"
ext += 3;
#undef EXT_TO_CHECK
#define EXT_TO_CHECK(ver, glesver, extname) \
if((!IsGLES && GLCoreVersion >= ver) || (IsGLES && GLCoreVersion >= glesver) || \
!strcmp(ext, STRINGIZE(extname))) \
exts[extname] = true;
EXTENSION_CHECKS()
}
if(!extensionString.empty())
RDCLOG("%s", extensionString.c_str());
string missingExts = "";
#define REQUIRE_EXTENSION(extname) \
if(!exts[extname]) \
missingExts += STRINGIZE(extname) " ";
// we require the below extensions on top of a 3.2 context. Some of these we could in theory
// do without, but support for them is so widespread it's not worthwhile
// used for reflecting out vertex bindings with most generality and remapping from old-style
// Pointer functions
// Should be possible to remove by falling back to reflecting vertex bindings the old way only and
// remapping to 'fake' new-style bindings for representing in the UI
REQUIRE_EXTENSION(ARB_vertex_attrib_binding);
// for program introspection, needed for shader reflection.
// Possible to remove by compiling shaders to SPIR-V and reflecting ourselves.
REQUIRE_EXTENSION(ARB_program_interface_query);
// strangely, this is the extension needed for layout(binding = X) on uniforms, textures, etc.
// Possible to remove by #defining out the layout specifiers and manually setting the uniform
// values.
REQUIRE_EXTENSION(ARB_shading_language_420pack);
// needed for program pipelines, glProgramUniform*, and reflecting shaders on their own
// Possible to remove this with self-compiled SPIR-V for reflection - see above. Likewise
// convenience for our own pipelines when replacing single shaders or such.
REQUIRE_EXTENSION(ARB_separate_shader_objects);
// needed for layout(location = X) on fragment shader outputs
// similar to ARB_shading_language_420pack we could do without this by assigning locations in code
REQUIRE_EXTENSION(ARB_explicit_attrib_location);
// adds sampler objects so we can swap sampling behaviour when sampling from the capture's
// textures
// Possible to remove by manually pushing and popping all of the sampler state that we're
// interested in on each texture instead of binding sampler objects.
REQUIRE_EXTENSION(ARB_sampler_objects);
if(!missingExts.empty())
{
RDCERR("RenderDoc requires these missing extensions: %s. Try updating your drivers.",
missingExts.c_str());
return true;
}
return false;
}
bool ValidateFunctionPointers(const GLHookSet &real)
{
PFNGLGETSTRINGPROC *ptrs = (PFNGLGETSTRINGPROC *)ℜ
size_t num = sizeof(real) / sizeof(PFNGLGETSTRINGPROC);
RDCLOG("Function pointers available:");
for(size_t ptr = 0; ptr < num;)
{
uint64_t ptrmask = 0;
for(size_t j = 0; j < 64; j++)
if(ptr + j < num && ptrs[ptr + j])
ptrmask |= 1ULL << (63 - j);
ptr += 64;
RDCLOG("%064llb", ptrmask);
}
// check for the presence of GL functions we will call unconditionally as part of the replay
// process.
// Other functions that are only called to deserialise are checked for presence separately
bool ret = true;
#define CHECK_PRESENT(func) \
if(!real.func) \
{ \
RDCERR( \
"Missing function %s, required for replay. RenderDoc requires a 3.2 context, " \
"and a handful of extensions, see the Documentation.", \
#func); \
ret = false; \
}
// these functions should all be present as part of a 3.2 context plus the extensions we require,
// but let's just be extra-careful
// both GL and GLES, some of them are emulated
CHECK_PRESENT(glActiveTexture)
CHECK_PRESENT(glAttachShader)
CHECK_PRESENT(glBeginQuery)
CHECK_PRESENT(glBindAttribLocation)
CHECK_PRESENT(glBindBuffer)
CHECK_PRESENT(glBindBufferBase)
CHECK_PRESENT(glBindBufferRange)
CHECK_PRESENT(glBindFramebuffer)
CHECK_PRESENT(glBindProgramPipeline)
CHECK_PRESENT(glBindSampler)
CHECK_PRESENT(glBindTexture)
CHECK_PRESENT(glBindVertexArray)
CHECK_PRESENT(glBindVertexBuffer)
CHECK_PRESENT(glBlendColor)
CHECK_PRESENT(glBlendEquationSeparate)
CHECK_PRESENT(glBlendFunc)
CHECK_PRESENT(glBlendFuncSeparate)
CHECK_PRESENT(glBlitFramebuffer)
CHECK_PRESENT(glBufferData)
CHECK_PRESENT(glBufferSubData)
CHECK_PRESENT(glClearBufferData)
CHECK_PRESENT(glClearBufferfi)
CHECK_PRESENT(glClearBufferfv)
CHECK_PRESENT(glClearBufferiv)
CHECK_PRESENT(glClearBufferuiv)
CHECK_PRESENT(glClearColor)
CHECK_PRESENT(glClearDepthf)
CHECK_PRESENT(glColorMaski)
CHECK_PRESENT(glCompileShader)
CHECK_PRESENT(glCopyImageSubData)
CHECK_PRESENT(glCreateProgram)
CHECK_PRESENT(glCreateShader)
CHECK_PRESENT(glCreateShaderProgramv)
CHECK_PRESENT(glCullFace)
CHECK_PRESENT(glDeleteBuffers)
CHECK_PRESENT(glDeleteFramebuffers)
CHECK_PRESENT(glDeleteProgram)
CHECK_PRESENT(glDeleteProgramPipelines)
CHECK_PRESENT(glDeleteQueries)
CHECK_PRESENT(glDeleteSamplers)
CHECK_PRESENT(glDeleteShader)
CHECK_PRESENT(glDeleteTextures)
CHECK_PRESENT(glDeleteVertexArrays)
CHECK_PRESENT(glDepthFunc)
CHECK_PRESENT(glDepthMask)
CHECK_PRESENT(glDetachShader)
CHECK_PRESENT(glDisable)
CHECK_PRESENT(glDisablei)
CHECK_PRESENT(glDisableVertexAttribArray)
CHECK_PRESENT(glDrawArrays)
CHECK_PRESENT(glDrawArraysInstanced)
CHECK_PRESENT(glDrawBuffers)
CHECK_PRESENT(glDrawElements)
CHECK_PRESENT(glDrawElementsBaseVertex)
CHECK_PRESENT(glEnable)
CHECK_PRESENT(glEnablei)
CHECK_PRESENT(glEnableVertexAttribArray)
CHECK_PRESENT(glEndQuery)
CHECK_PRESENT(glFramebufferTexture)
CHECK_PRESENT(glFramebufferTexture2D)
CHECK_PRESENT(glFramebufferTextureLayer)
CHECK_PRESENT(glFrontFace)
CHECK_PRESENT(glGenBuffers)
CHECK_PRESENT(glGenFramebuffers)
CHECK_PRESENT(glGenProgramPipelines)
CHECK_PRESENT(glGenQueries)
CHECK_PRESENT(glGenSamplers)
CHECK_PRESENT(glGenTextures)
CHECK_PRESENT(glGenVertexArrays)
CHECK_PRESENT(glGetActiveUniformBlockiv)
CHECK_PRESENT(glGetAttribLocation)
CHECK_PRESENT(glGetBooleani_v)
CHECK_PRESENT(glGetBooleanv)
CHECK_PRESENT(glGetBufferParameteriv)
CHECK_PRESENT(glGetBufferSubData)
CHECK_PRESENT(glGetError)
CHECK_PRESENT(glGetFloatv)
CHECK_PRESENT(glGetFragDataLocation)
CHECK_PRESENT(glGetFramebufferAttachmentParameteriv)
CHECK_PRESENT(glGetInteger64i_v)
CHECK_PRESENT(glGetIntegeri_v)
CHECK_PRESENT(glGetIntegerv)
CHECK_PRESENT(glGetInternalformativ)
CHECK_PRESENT(glGetProgramInfoLog)
CHECK_PRESENT(glGetProgramInterfaceiv)
CHECK_PRESENT(glGetProgramiv)
CHECK_PRESENT(glGetProgramPipelineiv)
CHECK_PRESENT(glGetProgramResourceIndex)
CHECK_PRESENT(glGetProgramResourceiv)
CHECK_PRESENT(glGetProgramResourceName)
CHECK_PRESENT(glGetQueryObjectuiv)
CHECK_PRESENT(glGetSamplerParameterfv)
CHECK_PRESENT(glGetSamplerParameteriv)
CHECK_PRESENT(glGetShaderInfoLog)
CHECK_PRESENT(glGetShaderiv)
CHECK_PRESENT(glGetString)
CHECK_PRESENT(glGetStringi)
CHECK_PRESENT(glGetTexImage)
CHECK_PRESENT(glGetTexLevelParameteriv)
CHECK_PRESENT(glGetTexParameterfv)
CHECK_PRESENT(glGetTexParameteriv)
CHECK_PRESENT(glGetUniformBlockIndex)
CHECK_PRESENT(glGetUniformfv)
CHECK_PRESENT(glGetUniformiv)
CHECK_PRESENT(glGetUniformLocation)
CHECK_PRESENT(glGetUniformuiv)
CHECK_PRESENT(glGetVertexAttribfv)
CHECK_PRESENT(glGetVertexAttribiv)
CHECK_PRESENT(glHint)
CHECK_PRESENT(glIsEnabled)
CHECK_PRESENT(glIsEnabledi)
CHECK_PRESENT(glLineWidth)
CHECK_PRESENT(glLinkProgram)
CHECK_PRESENT(glMapBufferRange)
CHECK_PRESENT(glPixelStorei)
CHECK_PRESENT(glPolygonOffset)
CHECK_PRESENT(glProgramParameteri)
CHECK_PRESENT(glProgramUniform1fv)
CHECK_PRESENT(glProgramUniform1iv)
CHECK_PRESENT(glProgramUniform1ui)
CHECK_PRESENT(glProgramUniform1uiv)
CHECK_PRESENT(glProgramUniform2fv)
CHECK_PRESENT(glProgramUniform2iv)
CHECK_PRESENT(glProgramUniform2uiv)
CHECK_PRESENT(glProgramUniform3fv)
CHECK_PRESENT(glProgramUniform3iv)
CHECK_PRESENT(glProgramUniform3uiv)
CHECK_PRESENT(glProgramUniform4fv)
CHECK_PRESENT(glProgramUniform4iv)
CHECK_PRESENT(glProgramUniform4ui)
CHECK_PRESENT(glProgramUniform4uiv)
CHECK_PRESENT(glProgramUniformMatrix2fv)
CHECK_PRESENT(glProgramUniformMatrix2x3fv)
CHECK_PRESENT(glProgramUniformMatrix2x4fv)
CHECK_PRESENT(glProgramUniformMatrix3fv)
CHECK_PRESENT(glProgramUniformMatrix3x2fv)
CHECK_PRESENT(glProgramUniformMatrix3x4fv)
CHECK_PRESENT(glProgramUniformMatrix4fv)
CHECK_PRESENT(glProgramUniformMatrix4x2fv)
CHECK_PRESENT(glProgramUniformMatrix4x3fv)
CHECK_PRESENT(glReadBuffer)
CHECK_PRESENT(glReadPixels)
CHECK_PRESENT(glSampleCoverage)
CHECK_PRESENT(glSampleMaski)
CHECK_PRESENT(glSamplerParameteri)
CHECK_PRESENT(glShaderSource)
CHECK_PRESENT(glStencilFuncSeparate)
CHECK_PRESENT(glStencilMask)
CHECK_PRESENT(glStencilMaskSeparate)
CHECK_PRESENT(glStencilOpSeparate)
CHECK_PRESENT(glTexImage2D)
CHECK_PRESENT(glTexParameteri)
CHECK_PRESENT(glUniform1i)
CHECK_PRESENT(glUniform1ui)
CHECK_PRESENT(glUniform2f)
CHECK_PRESENT(glUniform2fv)
CHECK_PRESENT(glUniform4fv)
CHECK_PRESENT(glUniformBlockBinding)
CHECK_PRESENT(glUniformMatrix4fv)
CHECK_PRESENT(glUnmapBuffer)
CHECK_PRESENT(glUseProgram)
CHECK_PRESENT(glUseProgramStages)
CHECK_PRESENT(glVertexAttrib4fv)
CHECK_PRESENT(glVertexAttribBinding)
CHECK_PRESENT(glVertexAttribFormat)
CHECK_PRESENT(glVertexAttribIFormat)
CHECK_PRESENT(glVertexAttribPointer)
CHECK_PRESENT(glVertexBindingDivisor)
CHECK_PRESENT(glViewport)
// GL only
if(!IsGLES)
{
CHECK_PRESENT(glBindFragDataLocation)
CHECK_PRESENT(glEndConditionalRender)
CHECK_PRESENT(glFramebufferTexture3D)
CHECK_PRESENT(glGetCompressedTexImage)
CHECK_PRESENT(glGetDoublev)
CHECK_PRESENT(glGetUniformdv)
CHECK_PRESENT(glLogicOp)
CHECK_PRESENT(glPointParameterf)
CHECK_PRESENT(glPointParameteri)
CHECK_PRESENT(glPointSize)
CHECK_PRESENT(glPolygonMode)
CHECK_PRESENT(glPrimitiveRestartIndex)
CHECK_PRESENT(glProgramUniform1dv)
CHECK_PRESENT(glProgramUniform2dv)
CHECK_PRESENT(glProgramUniform3dv)
CHECK_PRESENT(glProgramUniform4dv)
CHECK_PRESENT(glProgramUniformMatrix2dv)
CHECK_PRESENT(glProgramUniformMatrix2x3dv)
CHECK_PRESENT(glProgramUniformMatrix2x4dv)
CHECK_PRESENT(glProgramUniformMatrix3dv)
CHECK_PRESENT(glProgramUniformMatrix3x2dv)
CHECK_PRESENT(glProgramUniformMatrix3x4dv)
CHECK_PRESENT(glProgramUniformMatrix4dv)
CHECK_PRESENT(glProgramUniformMatrix4x2dv)
CHECK_PRESENT(glProgramUniformMatrix4x3dv)
CHECK_PRESENT(glProvokingVertex)
CHECK_PRESENT(glVertexAttribLFormat)
}
// other functions are either checked for presence explicitly (like
// depth bounds or polygon offset clamp EXT functions), or they are
// only called when such a call is serialised from the logfile, and
// so they are checked for validity separately.
return ret;
}
void CheckExtensions(const GLHookSet &gl)
{
GLint numExts = 0;
if(gl.glGetIntegerv)
gl.glGetIntegerv(eGL_NUM_EXTENSIONS, &numExts);
RDCEraseEl(HasExt);
if(gl.glGetString)
{
const char *vendor = (const char *)gl.glGetString(eGL_VENDOR);
const char *renderer = (const char *)gl.glGetString(eGL_RENDERER);
const char *version = (const char *)gl.glGetString(eGL_VERSION);
// check whether we are using OpenGL ES
// GL_VERSION for OpenGL ES:
// "OpenGL ES N.M vendor-specific information"
if(strncmp(version, "OpenGL ES", 9) == 0)
{
IsGLES = true;
int mj = int(version[10] - '0');
int mn = int(version[12] - '0');
GLCoreVersion = mj * 10 + mn;
}
RDCLOG("Vendor checks for %u (%s / %s / %s)", GLCoreVersion, vendor, renderer, version);
}
if(gl.glGetStringi)
{
for(int i = 0; i < numExts; i++)
{
const char *ext = (const char *)gl.glGetStringi(eGL_EXTENSIONS, (GLuint)i);
if(ext == NULL || !ext[0] || !ext[1] || !ext[2] || !ext[3])
continue;
ext += 3;
#undef EXT_TO_CHECK
#define EXT_TO_CHECK(ver, glesver, extname) \
if((!IsGLES && GLCoreVersion >= ver) || !strcmp(ext, STRINGIZE(extname))) \
HasExt[extname] = true;
EXTENSION_CHECKS()
if(IsGLES)
{
#define EXT_COMP_CHECK(extname, glesextname) \
if(!strcmp(ext, STRINGIZE(glesextname))) \
HasExt[extname] = true;
EXTENSION_COMPATIBILITY_CHECKS()
}
}
}
if(IsGLES)
{
#undef EXT_TO_CHECK
#define EXT_TO_CHECK(ver, glesver, extname) \
if(GLCoreVersion >= glesver) \
HasExt[extname] = true;
EXTENSION_CHECKS()
}
}
void DoVendorChecks(const GLHookSet &gl, GLPlatform &platform, GLWindowingData context)
{
const char *vendor = "";
if(gl.glGetString)
vendor = (const char *)gl.glGetString(eGL_VENDOR);
//////////////////////////////////////////////////////////
// version/driver/vendor specific hacks and checks go here
// doing these in a central place means they're all documented and
// can be removed ASAP from a single place.
// It also means any work done to figure them out is only ever done
// in one place, when first activating a new context, so hopefully
// shouldn't interfere with the running program
// The linux AMD driver doesn't recognise GL_VERTEX_BINDING_BUFFER.
// However it has a "two wrongs make a right" type deal. Instead of returning the buffer that the
// i'th index is bound to (as above, vbslot) for GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING, it returns
// the i'th
// vertex buffer which is exactly what we wanted from GL_VERTEX_BINDING_BUFFER!
// see: http://devgurus.amd.com/message/1306745#1306745
RDCEraseEl(VendorCheck);
if(gl.glGetError && gl.glGetIntegeri_v)
{
// clear all error flags.
GLenum err = eGL_NONE;
ClearGLErrors(gl);
GLint dummy = 0;
gl.glGetIntegeri_v(eGL_VERTEX_BINDING_BUFFER, 0, &dummy);
err = gl.glGetError();
if(err != eGL_NONE)
{
// if we got an error trying to query that, we should enable this hack
VendorCheck[VendorCheck_AMD_vertex_buffer_query] = true;
RDCWARN("Using AMD hack to avoid GL_VERTEX_BINDING_BUFFER");
}
}
if(gl.glGetIntegerv && gl.glGetError && !IsGLES)
{
// NOTE: in case of OpenGL ES the GL_NV_polygon_mode extension can be used, however even if the
// driver reports that the extension is supported, it always throws errors when we try to use it
// (at least with the current NVIDIA driver)
// clear all error flags.
GLenum err = eGL_NONE;
ClearGLErrors(gl);
GLint dummy[2] = {0};
gl.glGetIntegerv(eGL_POLYGON_MODE, dummy);
err = gl.glGetError();
if(err != eGL_NONE)
{
// if we got an error trying to query that, we should enable this hack
VendorCheck[VendorCheck_AMD_polygon_mode_query] = true;
RDCWARN("Using AMD hack to avoid GL_POLYGON_MODE");
}
}
// AMD throws an error if we try to copy the mips that are smaller than 4x4.
//
// Intel seems to completely break everything if we even run this check, so we just
// skip this check and assume the hack is enabled.
if(!strcmp(vendor, "Intel") || !strcmp(vendor, "intel") || !strcmp(vendor, "INTEL"))
{
RDCWARN("Using super hack-on-a-hack to avoid glCopyImageSubData tests on intel.");
VendorCheck[VendorCheck_AMD_copy_compressed_tinymips] = true;
VendorCheck[VendorCheck_AMD_copy_compressed_cubemaps] = true;
}
else if(gl.glGetError && gl.glGenTextures && gl.glBindTexture && gl.glCopyImageSubData &&
gl.glTexStorage2D && gl.glTexSubImage2D && gl.glTexParameteri && gl.glDeleteTextures &&
HasExt[ARB_copy_image] && HasExt[ARB_texture_storage] && !IsGLES)
{
GLuint texs[2];
gl.glGenTextures(2, texs);
gl.glBindTexture(eGL_TEXTURE_2D, texs[0]);
gl.glTexStorage2D(eGL_TEXTURE_2D, 1, eGL_COMPRESSED_RGBA_S3TC_DXT1_EXT, 1, 1);
gl.glTexParameteri(eGL_TEXTURE_2D, eGL_TEXTURE_MAX_LEVEL, 0);
gl.glBindTexture(eGL_TEXTURE_2D, texs[1]);
gl.glTexStorage2D(eGL_TEXTURE_2D, 1, eGL_COMPRESSED_RGBA_S3TC_DXT1_EXT, 1, 1);
gl.glTexParameteri(eGL_TEXTURE_2D, eGL_TEXTURE_MAX_LEVEL, 0);
// clear all error flags.
GLenum err = eGL_NONE;
ClearGLErrors(gl);
gl.glCopyImageSubData(texs[0], eGL_TEXTURE_2D, 0, 0, 0, 0, texs[1], eGL_TEXTURE_2D, 0, 0, 0, 0,
1, 1, 1);
err = gl.glGetError();
if(err != eGL_NONE)
{
// if we got an error trying to query that, we should enable this hack
VendorCheck[VendorCheck_AMD_copy_compressed_tinymips] = true;
RDCWARN("Using hack to avoid glCopyImageSubData on lowest mips of compressed texture");
}
gl.glBindTexture(eGL_TEXTURE_2D, 0);
gl.glDeleteTextures(2, texs);
ClearGLErrors(gl);
//////////////////////////////////////////////////////////////////////////
// Check copying cubemaps
gl.glGenTextures(2, texs);
const size_t dim = 32;
char buf[dim * dim / 2];
gl.glBindTexture(eGL_TEXTURE_CUBE_MAP, texs[0]);
gl.glTexStorage2D(eGL_TEXTURE_CUBE_MAP, 1, eGL_COMPRESSED_RGBA_S3TC_DXT1_EXT, dim, dim);
gl.glTexParameteri(eGL_TEXTURE_CUBE_MAP, eGL_TEXTURE_MAX_LEVEL, 0);
for(int i = 0; i < 6; i++)
{
memset(buf, 0xba + i, sizeof(buf));
gl.glCompressedTexSubImage2D(GLenum(eGL_TEXTURE_CUBE_MAP_POSITIVE_X + i), 0, 0, 0, dim, dim,
eGL_COMPRESSED_RGBA_S3TC_DXT1_EXT, dim * dim / 2, buf);
}
gl.glBindTexture(eGL_TEXTURE_CUBE_MAP, texs[1]);
gl.glTexStorage2D(eGL_TEXTURE_CUBE_MAP, 1, eGL_COMPRESSED_RGBA_S3TC_DXT1_EXT, dim, dim);
gl.glTexParameteri(eGL_TEXTURE_CUBE_MAP, eGL_TEXTURE_MAX_LEVEL, 0);
gl.glCopyImageSubData(texs[0], eGL_TEXTURE_CUBE_MAP, 0, 0, 0, 0, texs[1], eGL_TEXTURE_CUBE_MAP,
0, 0, 0, 0, dim, dim, 6);
char cmp[dim * dim / 2];
gl.glBindTexture(eGL_TEXTURE_CUBE_MAP, texs[0]);
for(int i = 0; i < 6; i++)
{
memset(buf, 0xba + i, sizeof(buf));
RDCEraseEl(cmp);
gl.glGetCompressedTexImage(GLenum(eGL_TEXTURE_CUBE_MAP_POSITIVE_X + i), 0, cmp);
RDCCOMPILE_ASSERT(sizeof(buf) == sizeof(buf), "Buffers are not matching sizes");
if(memcmp(buf, cmp, sizeof(buf)))
{
RDCERR("glGetTexImage from the source texture returns incorrect data!");
VendorCheck[VendorCheck_AMD_copy_compressed_cubemaps] =
true; // to be safe, enable the hack
}
}
gl.glBindTexture(eGL_TEXTURE_CUBE_MAP, texs[1]);
for(int i = 0; i < 6; i++)
{
memset(buf, 0xba + i, sizeof(buf));
RDCEraseEl(cmp);
gl.glGetCompressedTexImage(GLenum(eGL_TEXTURE_CUBE_MAP_POSITIVE_X + i), 0, cmp);
RDCCOMPILE_ASSERT(sizeof(buf) == sizeof(buf), "Buffers are not matching sizes");
if(memcmp(buf, cmp, sizeof(buf)))
{
RDCWARN("Using hack to avoid glCopyImageSubData on cubemap textures");
VendorCheck[VendorCheck_AMD_copy_compressed_cubemaps] = true;
break;
}
}
gl.glBindTexture(eGL_TEXTURE_CUBE_MAP, 0);
gl.glDeleteTextures(2, texs);
ClearGLErrors(gl);
}
if(gl.glGetError && gl.glGenProgramPipelines && gl.glDeleteProgramPipelines &&
gl.glGetProgramPipelineiv && HasExt[ARB_compute_shader] && HasExt[ARB_program_interface_query])
{
GLuint pipe = 0;
gl.glGenProgramPipelines(1, &pipe);
// clear all error flags.
GLenum err = eGL_NONE;
ClearGLErrors(gl);
GLint dummy = 0;
gl.glGetProgramPipelineiv(pipe, eGL_COMPUTE_SHADER, &dummy);
err = gl.glGetError();
if(err != eGL_NONE)
{
// if we got an error trying to query that, we should enable this hack
VendorCheck[VendorCheck_AMD_pipeline_compute_query] = true;
RDCWARN("Using hack to avoid glGetProgramPipelineiv with GL_COMPUTE_SHADER");
}
gl.glDeleteProgramPipelines(1, &pipe);
}
// only do this when we have a proper context e.g. on windows where an old
// context is first created. Check to see if FBOs or VAOs are shared between
// contexts.
if((IsGLES || GLCoreVersion >= 32) && gl.glGenVertexArrays && gl.glBindVertexArray &&
gl.glDeleteVertexArrays && gl.glGenFramebuffers && gl.glBindFramebuffer &&
gl.glDeleteFramebuffers)
{
// gen & create an FBO and VAO
GLuint fbo = 0;
GLuint vao = 0;
gl.glGenFramebuffers(1, &fbo);
gl.glBindFramebuffer(eGL_DRAW_FRAMEBUFFER, fbo);
gl.glGenVertexArrays(1, &vao);
gl.glBindVertexArray(vao);
// make a context that shares with the current one, and switch to it
GLWindowingData child = platform.MakeContext(context);
if(child.ctx)
{
// switch to child
platform.MakeContextCurrent(child);
// these shouldn't be visible
VendorCheck[VendorCheck_EXT_fbo_shared] = (gl.glIsFramebuffer(fbo) != GL_FALSE);
VendorCheck[VendorCheck_EXT_vao_shared] = (gl.glIsVertexArray(vao) != GL_FALSE);
if(VendorCheck[VendorCheck_EXT_fbo_shared])
RDCWARN("FBOs are shared on this implementation");
if(VendorCheck[VendorCheck_EXT_vao_shared])
RDCWARN("VAOs are shared on this implementation");
// switch back to context
platform.MakeContextCurrent(context);
platform.DeleteContext(child);
}
gl.glDeleteFramebuffers(1, &fbo);
gl.glDeleteVertexArrays(1, &vao);
}
// don't have a test for this, just have to enable it all the time, for now.
VendorCheck[VendorCheck_NV_avoid_D32S8_copy] = true;
// On 32-bit calling this function could actually lead to crashes (issues with
// esp being saved across the call), so since the work-around is low-cost of just
// emulating that function we just always enable it.
//
// NOTE: Vendor Checks are initialised after the function pointers will be set up
// so we have to do this unconditionally, this value isn't checked anywhere.
// Search for where this is applied in gl_emulated.cpp
VendorCheck[VendorCheck_NV_ClearNamedFramebufferfiBugs] = true;
// glVertexArrayElementBuffer doesn't update the GL_ELEMENT_ARRAY_BUFFER_BINDING global query,
// when binding the VAO subsequently *will*.
// I'm not sure if that's correct (weird) behaviour or buggy, but we can work around it just by
// avoiding use of the DSA function and always doing our emulated version.
VendorCheck[VendorCheck_AMD_vertex_array_elem_buffer_query] = true;
if(IsGLES)
{
// Check whether reading from the depth, stencil and depth-stencil buffers using glReadPixels is
// supported or not.
if(!HasExt[NV_read_depth])
RDCWARN(
"Reading from the depth buffer using glReadPixels is not supported (GL_NV_read_depth)");
if(!HasExt[NV_read_stencil])
RDCWARN(
"Reading from the stencil buffer using glReadPixels is not supported "
"(GL_NV_read_stencil)");
if(!HasExt[NV_read_depth_stencil])
RDCWARN(
"Reading from the packed depth-stencil buffers using glReadPixels is not supported "
"(GL_NV_read_depth_stencil)");
}
}
const GLHookSet *GLMarkerRegion::gl;
GLMarkerRegion::GLMarkerRegion(const std::string &marker)
{
Begin(marker);
}
GLMarkerRegion::~GLMarkerRegion()
{
End();
}
void GLMarkerRegion::Begin(const std::string &marker)
{
if(gl == NULL || !HasExt[KHR_debug] || !gl->glPushDebugGroup)
return;
gl->glPushDebugGroup(eGL_DEBUG_SOURCE_APPLICATION, 0, -1, marker.c_str());
}
void GLMarkerRegion::Set(const std::string &marker)
{
if(gl == NULL || !HasExt[KHR_debug] || !gl->glDebugMessageInsert)
return;
gl->glDebugMessageInsert(eGL_DEBUG_SOURCE_APPLICATION, eGL_DEBUG_TYPE_MARKER, 0,
eGL_DEBUG_SEVERITY_NOTIFICATION, -1, marker.c_str());
}
void GLMarkerRegion::End()
{
if(gl == NULL || !HasExt[KHR_debug] || !gl->glPopDebugGroup)
return;
gl->glPopDebugGroup();
}
size_t BufferIdx(GLenum buf)
{
switch(buf)
{
case eGL_ARRAY_BUFFER: return 0;
case eGL_ATOMIC_COUNTER_BUFFER: return 1;
case eGL_COPY_READ_BUFFER: return 2;
case eGL_COPY_WRITE_BUFFER: return 3;
case eGL_DRAW_INDIRECT_BUFFER: return 4;
case eGL_DISPATCH_INDIRECT_BUFFER: return 5;
case eGL_ELEMENT_ARRAY_BUFFER: return 6;
case eGL_PIXEL_PACK_BUFFER: return 7;
case eGL_PIXEL_UNPACK_BUFFER: return 8;
case eGL_QUERY_BUFFER: return 9;
case eGL_SHADER_STORAGE_BUFFER: return 10;
case eGL_TEXTURE_BUFFER: return 11;
case eGL_TRANSFORM_FEEDBACK_BUFFER: return 12;
case eGL_UNIFORM_BUFFER: return 13;
case eGL_PARAMETER_BUFFER_ARB: return 14;
default: RDCERR("Unexpected enum as buffer target: %s", ToStr::Get(buf).c_str());
}
return 0;
}
GLenum BufferEnum(size_t idx)
{
GLenum enums[] = {
eGL_ARRAY_BUFFER,
eGL_ATOMIC_COUNTER_BUFFER,
eGL_COPY_READ_BUFFER,
eGL_COPY_WRITE_BUFFER,
eGL_DRAW_INDIRECT_BUFFER,
eGL_DISPATCH_INDIRECT_BUFFER,
eGL_ELEMENT_ARRAY_BUFFER,
eGL_PIXEL_PACK_BUFFER,
eGL_PIXEL_UNPACK_BUFFER,
eGL_QUERY_BUFFER,
eGL_SHADER_STORAGE_BUFFER,
eGL_TEXTURE_BUFFER,
eGL_TRANSFORM_FEEDBACK_BUFFER,
eGL_UNIFORM_BUFFER,
eGL_PARAMETER_BUFFER_ARB,
};
if(idx < ARRAY_COUNT(enums))
return enums[idx];
return eGL_NONE;
}
size_t QueryIdx(GLenum query)
{
size_t idx = 0;
switch(query)
{
case eGL_SAMPLES_PASSED: idx = 0; break;
case eGL_ANY_SAMPLES_PASSED: idx = 1; break;
case eGL_ANY_SAMPLES_PASSED_CONSERVATIVE: idx = 2; break;
case eGL_PRIMITIVES_GENERATED: idx = 3; break;
case eGL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN: idx = 4; break;
case eGL_TIME_ELAPSED: idx = 5; break;
case eGL_VERTICES_SUBMITTED_ARB: idx = 6; break;
case eGL_PRIMITIVES_SUBMITTED_ARB: idx = 7; break;
case eGL_GEOMETRY_SHADER_PRIMITIVES_EMITTED_ARB: idx = 8; break;
case eGL_CLIPPING_INPUT_PRIMITIVES_ARB: idx = 9; break;
case eGL_CLIPPING_OUTPUT_PRIMITIVES_ARB: idx = 10; break;
case eGL_VERTEX_SHADER_INVOCATIONS_ARB: idx = 11; break;
case eGL_TESS_CONTROL_SHADER_PATCHES_ARB: idx = 12; break;
case eGL_TESS_EVALUATION_SHADER_INVOCATIONS_ARB: idx = 13; break;
case eGL_GEOMETRY_SHADER_INVOCATIONS: idx = 14; break;
case eGL_FRAGMENT_SHADER_INVOCATIONS_ARB: idx = 15; break;
case eGL_COMPUTE_SHADER_INVOCATIONS_ARB: idx = 16; break;
default: RDCERR("Unexpected enum as query target: %s", ToStr::Get(query).c_str());
}
if(idx >= WrappedOpenGL::MAX_QUERIES)
RDCERR("Query index for enum %s out of range %d", ToStr::Get(query).c_str(), idx);
return idx;
}
GLenum QueryEnum(size_t idx)
{
GLenum enums[] = {eGL_SAMPLES_PASSED,
eGL_ANY_SAMPLES_PASSED,
eGL_ANY_SAMPLES_PASSED_CONSERVATIVE,
eGL_PRIMITIVES_GENERATED,
eGL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN,
eGL_TIME_ELAPSED,
eGL_VERTICES_SUBMITTED_ARB,
eGL_PRIMITIVES_SUBMITTED_ARB,
eGL_GEOMETRY_SHADER_PRIMITIVES_EMITTED_ARB,
eGL_CLIPPING_INPUT_PRIMITIVES_ARB,
eGL_CLIPPING_OUTPUT_PRIMITIVES_ARB,
eGL_VERTEX_SHADER_INVOCATIONS_ARB,
eGL_TESS_CONTROL_SHADER_PATCHES_ARB,
eGL_TESS_EVALUATION_SHADER_INVOCATIONS_ARB,
eGL_GEOMETRY_SHADER_INVOCATIONS,
eGL_FRAGMENT_SHADER_INVOCATIONS_ARB,
eGL_COMPUTE_SHADER_INVOCATIONS_ARB};
if(idx < ARRAY_COUNT(enums))
return enums[idx];
return eGL_NONE;
}
size_t GLTypeSize(GLenum type)
{
switch(type)
{
case eGL_UNSIGNED_BYTE:
case eGL_BYTE: return 1;
case eGL_UNSIGNED_SHORT:
case eGL_SHORT:
case eGL_HALF_FLOAT_OES:
case eGL_HALF_FLOAT: return 2;
case eGL_UNSIGNED_INT:
case eGL_INT:
case eGL_FLOAT: return 4;
case eGL_DOUBLE: return 8;
default: RDCWARN("Unhandled element type %s", ToStr::Get(type).c_str());
}
return 0;
}
size_t ShaderIdx(GLenum buf)
{
switch(buf)
{
case eGL_VERTEX_SHADER: return 0;
case eGL_TESS_CONTROL_SHADER: return 1;
case eGL_TESS_EVALUATION_SHADER: return 2;
case eGL_GEOMETRY_SHADER: return 3;
case eGL_FRAGMENT_SHADER: return 4;
case eGL_COMPUTE_SHADER: return 5;
default: RDCERR("Unexpected enum as shader enum: %s", ToStr::Get(buf).c_str());
}
return 0;
}
GLenum ShaderBit(size_t idx)
{
GLenum enums[] = {
eGL_VERTEX_SHADER_BIT, eGL_TESS_CONTROL_SHADER_BIT, eGL_TESS_EVALUATION_SHADER_BIT,
eGL_GEOMETRY_SHADER_BIT, eGL_FRAGMENT_SHADER_BIT, eGL_COMPUTE_SHADER_BIT,
};
if(idx < ARRAY_COUNT(enums))
return enums[idx];
return eGL_NONE;
}
GLenum ShaderEnum(size_t idx)
{
GLenum enums[] = {
eGL_VERTEX_SHADER, eGL_TESS_CONTROL_SHADER, eGL_TESS_EVALUATION_SHADER,
eGL_GEOMETRY_SHADER, eGL_FRAGMENT_SHADER, eGL_COMPUTE_SHADER,
};
if(idx < ARRAY_COUNT(enums))
return enums[idx];
return eGL_NONE;
}
void ClearGLErrors(const GLHookSet &gl)
{
int i = 0;
GLenum err = gl.glGetError();
while(err)
{
err = gl.glGetError();
i++;
if(i > 100)
{
RDCERR("Couldn't clear GL errors - something very wrong!");
return;
}
}
}
GLuint GetBoundVertexBuffer(const GLHookSet &gl, GLuint i)
{
GLuint buffer = 0;
if(VendorCheck[VendorCheck_AMD_vertex_buffer_query])
gl.glGetVertexAttribiv(i, eGL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING, (GLint *)&buffer);
else
gl.glGetIntegeri_v(eGL_VERTEX_BINDING_BUFFER, i, (GLint *)&buffer);
return buffer;
}
BufferCategory MakeBufferCategory(GLenum bufferTarget)
{
switch(bufferTarget)
{
case eGL_ARRAY_BUFFER: return BufferCategory::Vertex; break;
case eGL_ELEMENT_ARRAY_BUFFER: return BufferCategory::Index; break;
case eGL_UNIFORM_BUFFER: return BufferCategory::Constants; break;
case eGL_SHADER_STORAGE_BUFFER: return BufferCategory::ReadWrite; break;
case eGL_DRAW_INDIRECT_BUFFER:
case eGL_DISPATCH_INDIRECT_BUFFER:
case eGL_PARAMETER_BUFFER_ARB: return BufferCategory::Indirect; break;
default: break;
}
return BufferCategory::NoFlags;
}
AddressMode MakeAddressMode(GLenum addr)
{
switch(addr)
{
case eGL_REPEAT: return AddressMode::Wrap;
case eGL_MIRRORED_REPEAT: return AddressMode::Mirror;
case eGL_CLAMP_TO_EDGE: return AddressMode::ClampEdge;
case eGL_CLAMP_TO_BORDER: return AddressMode::ClampBorder;
case eGL_MIRROR_CLAMP_TO_EDGE: return AddressMode::MirrorOnce;
default: break;
}