Ejemplo n.º 1
0
/*!
 * \brief initialize the local ubik_dbase
 *
 * We replay the logs and then read the resulting file to figure out what version we've really got.
 */
int
urecovery_Initialize(register struct ubik_dbase *adbase)
{
    register afs_int32 code;

    code = ReplayLog(adbase);
    if (code)
	return code;
    code = InitializeDB(adbase);
    return code;
}
Ejemplo n.º 2
0
/*!
 * \brief initialize the local ubik_dbase
 *
 * We replay the logs and then read the resulting file to figure out what version we've really got.
 */
int
urecovery_Initialize(struct ubik_dbase *adbase)
{
    afs_int32 code;

    DBHOLD(adbase);
    code = ReplayLog(adbase);
    if (code)
	goto done;
    code = InitializeDB(adbase);
done:
    DBRELE(adbase);
    return code;
}
Ejemplo n.º 3
0
void GLReplay::RenderMesh(int frameID, vector<int> eventID, MeshDisplay cfg)
{
	WrappedOpenGL &gl = *m_pDriver;
	
	MakeCurrentReplayContext(m_DebugCtx);
	
	GLuint curFBO = 0;
	gl.glGetIntegerv(eGL_FRAMEBUFFER_BINDING, (GLint*)&curFBO);

	OutputWindow *outw = NULL;
	for(auto it = m_OutputWindows.begin(); it != m_OutputWindows.end(); ++it)
	{
		if(it->second.BlitData.windowFBO == curFBO)
		{
			outw = &it->second;
			break;
		}
	}

	if(!outw) return;
	
	const auto &attr = m_CurPipelineState.m_VtxIn.attributes[0];
	const auto &vb = m_CurPipelineState.m_VtxIn.vbuffers[attr.BufferSlot];

	if(vb.Buffer == ResourceId())
		return;
	
	MakeCurrentReplayContext(&m_ReplayCtx);

	GLint viewport[4];
	gl.glGetIntegerv(eGL_VIEWPORT, viewport);
	
	gl.glGetIntegerv(eGL_FRAMEBUFFER_BINDING, (GLint*)&curFBO);

	if(outw->BlitData.replayFBO == 0)
	{
		gl.glGenFramebuffers(1, &outw->BlitData.replayFBO);
		gl.glBindFramebuffer(eGL_FRAMEBUFFER, outw->BlitData.replayFBO);

		gl.glFramebufferTexture(eGL_FRAMEBUFFER, eGL_COLOR_ATTACHMENT0, outw->BlitData.backbuffer, 0);
	}
	else
	{
		gl.glBindFramebuffer(eGL_FRAMEBUFFER, outw->BlitData.replayFBO);
	}
	
	gl.glViewport(0, 0, (GLsizei)DebugData.outWidth, (GLsizei)DebugData.outHeight);
	
	GLuint curProg = 0;
	gl.glGetIntegerv(eGL_CURRENT_PROGRAM, (GLint*)&curProg);
	
	gl.glUseProgram(DebugData.meshProg);
	
	float wireCol[] = { 0.0f, 0.0f, 0.0f, 1.0f };
	GLint colLoc = gl.glGetUniformLocation(DebugData.meshProg, "RENDERDOC_GenericFS_Color");
	gl.glUniform4fv(colLoc, 1, wireCol);
	
	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);

	GLint mvpLoc = gl.glGetUniformLocation(DebugData.meshProg, "ModelViewProj");
	gl.glUniformMatrix4fv(mvpLoc, 1, GL_FALSE, ModelViewProj.Data());
	
	GLuint curVAO = 0;
	gl.glGetIntegerv(eGL_VERTEX_ARRAY_BINDING, (GLint*)&curVAO);
	
	GLuint curArr = 0;
	gl.glGetIntegerv(eGL_ARRAY_BUFFER_BINDING, (GLint*)&curArr);

	gl.glBindVertexArray(DebugData.meshVAO);

	// TODO: we should probably use glBindVertexBuffer, glVertexAttribFormat, glVertexAttribBinding.
	// For now just assume things about the format and vbuffer.

	RDCASSERT(attr.Format.compType == eCompType_Float && attr.Format.compByteWidth == 4);

	gl.glBindBuffer(eGL_ARRAY_BUFFER, m_pDriver->GetResourceManager()->GetLiveResource(vb.Buffer).name);
	gl.glVertexAttribPointer(0, attr.Format.compCount, eGL_FLOAT, GL_FALSE, 0, (void *)intptr_t(vb.Offset + attr.RelativeOffset));
	gl.glEnableVertexAttribArray(0);

	{
		GLint depthTest = GL_FALSE;
		gl.glGetIntegerv(eGL_DEPTH_TEST, (GLint*)&depthTest);
		GLenum polyMode = eGL_FILL;
		gl.glGetIntegerv(eGL_POLYGON_MODE, (GLint*)&polyMode);

		gl.glDisable(eGL_DEPTH_TEST);
		gl.glPolygonMode(eGL_FRONT_AND_BACK, eGL_LINE);

		ReplayLog(frameID, 0, eventID[0], eReplay_OnlyDraw);

		if(depthTest)
			gl.glEnable(eGL_DEPTH_TEST);
		if(polyMode != eGL_LINE)
			gl.glPolygonMode(eGL_FRONT_AND_BACK, polyMode);
	}

	gl.glBindVertexArray(curVAO);
	gl.glBindBuffer(eGL_ARRAY_BUFFER, curArr);
	
	gl.glUseProgram(curProg);
	gl.glViewport(viewport[0], viewport[1], (GLsizei)viewport[2], (GLsizei)viewport[3]);
	gl.glBindFramebuffer(eGL_FRAMEBUFFER, curFBO);
}
Ejemplo n.º 4
0
ResourceId GLReplay::RenderOverlay(ResourceId texid, TextureDisplayOverlay overlay, uint32_t frameID, uint32_t eventID)
{
	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_DRAW_FRAMEBUFFER_BINDING, (GLint*)&curReadFBO);
	
	auto &progDetails = m_pDriver->m_Programs[m_pDriver->GetResourceManager()->GetID(ProgramRes(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);
				for(size_t s=0; s < shadDetails.sources.size(); s++)
				{
					src = shadDetails.sources[s].c_str();
					gl.glShaderSource(shad, 1, &src, NULL);
				}
				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_RGBA8, 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);
		
		{
			// copy across uniforms
			GLint numUniforms = 0;
			gl.glGetProgramiv(curProg, eGL_ACTIVE_UNIFORMS, &numUniforms);

			for(GLint i=0; i < numUniforms; i++)
			{
				char uniName[1024] = {};
				GLint uniSize = 0;
				GLenum uniType = eGL_UNKNOWN_ENUM;
				gl.glGetActiveUniform(curProg, i, 1024, NULL, &uniSize, &uniType, uniName);

				GLint origloc = gl.glGetUniformLocation(curProg, uniName);
				GLint newloc = gl.glGetUniformLocation(progDetails.colOutProg, uniName);

				double dv[16];
				float *fv = (float *)dv;

				if(uniSize > 1)
				{
					RDCERR("Array elements beyond [0] not being copied to new program");
				}

				if(origloc != -1 && newloc != -1)
				{
					if(uniType == eGL_FLOAT_MAT4)
					{
						gl.glGetUniformfv(curProg, origloc, fv);
						gl.glUniformMatrix4fv(newloc, 1, false, fv);
					}
					else if(uniType == eGL_FLOAT_VEC3)
					{
						gl.glGetUniformfv(curProg, origloc, fv);
						gl.glUniform3fv(newloc, 1, fv);
					}
					else if(uniType == eGL_FLOAT_VEC4)
					{
						gl.glGetUniformfv(curProg, origloc, fv);
						gl.glUniform4fv(newloc, 1, fv);
					}
					else
					{
						RDCERR("Uniform type '%s' not being copied to new program", ToStr::Get(uniType).c_str());
					}
				}
			}
		}
		
		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_Wireframe)
	{
		gl.glUseProgram(progDetails.colOutProg);
		
		{
			// copy across uniforms
			GLint numUniforms = 0;
			gl.glGetProgramiv(curProg, eGL_ACTIVE_UNIFORMS, &numUniforms);

			for(GLint i=0; i < numUniforms; i++)
			{
				char uniName[1024] = {};
				GLint uniSize = 0;
				GLenum uniType = eGL_UNKNOWN_ENUM;
				gl.glGetActiveUniform(curProg, i, 1024, NULL, &uniSize, &uniType, uniName);

				GLint origloc = gl.glGetUniformLocation(curProg, uniName);
				GLint newloc = gl.glGetUniformLocation(progDetails.colOutProg, uniName);

				double dv[16];
				float *fv = (float *)dv;

				if(uniSize > 1)
				{
					RDCERR("Array elements beyond [0] not being copied to new program");
				}

				if(origloc != -1 && newloc != -1)
				{
					if(uniType == eGL_FLOAT_MAT4)
					{
						gl.glGetUniformfv(curProg, origloc, fv);
						gl.glUniformMatrix4fv(newloc, 1, false, fv);
					}
					else if(uniType == eGL_FLOAT_VEC3)
					{
						gl.glGetUniformfv(curProg, origloc, fv);
						gl.glUniform3fv(newloc, 1, fv);
					}
					else if(uniType == eGL_FLOAT_VEC4)
					{
						gl.glGetUniformfv(curProg, origloc, fv);
						gl.glUniform4fv(newloc, 1, fv);
					}
					else
					{
						RDCERR("Uniform type '%s' not being copied to new program", ToStr::Get(uniType).c_str());
					}
				}
			}
		}
		
		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;
		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);
	}
	
	gl.glBindFramebuffer(eGL_DRAW_FRAMEBUFFER, curDrawFBO);
	gl.glBindFramebuffer(eGL_READ_FRAMEBUFFER, curReadFBO);

	return m_pDriver->GetResourceManager()->GetID(TextureRes(DebugData.overlayTex));
}