예제 #1
0
static void
dumpShaders(StateWriter &writer, ID3D10Device *pDevice)
{
    writer.beginMember("shaders");
    writer.beginObject();

    com_ptr<ID3D10VertexShader> pVertexShader;
    pDevice->VSGetShader(&pVertexShader);
    if (pVertexShader) {
        dumpShader<ID3D10DeviceChild>(writer, "VS", pVertexShader);
    }

    com_ptr<ID3D10GeometryShader> pGeometryShader;
    pDevice->GSGetShader(&pGeometryShader);
    if (pGeometryShader) {
        dumpShader<ID3D10DeviceChild>(writer, "GS", pGeometryShader);
    }

    com_ptr<ID3D10PixelShader> pPixelShader;
    pDevice->PSGetShader(&pPixelShader);
    if (pPixelShader) {
        dumpShader<ID3D10DeviceChild>(writer, "PS", pPixelShader);
    }

    writer.endObject();
    writer.endMember(); // shaders
}
예제 #2
0
static void
dumpProgramUniformsStage(StateWriter &writer, GLint program, const char *stage)
{
    if (program <= 0) {
        return;
    }

    writer.beginMember(stage);
    writer.beginObject();
    dumpProgramUniforms(writer, program);
    writer.endObject();
    writer.endMember();
}
예제 #3
0
static void
dumpParameters(StateWriter &writer, ID3D10Device *pDevice)
{
    // TODO: dump description of current bound state
    writer.beginMember("parameters");
    writer.beginObject();

    dumpRasterizerState(writer, pDevice);
    dumpBlendState(writer, pDevice);
    dumpDepthStencilState(writer, pDevice);
    dumpViewports(writer, pDevice);
    dumpScissors(writer, pDevice);

    writer.endObject();
    writer.endMember(); // parameters
}
예제 #4
0
void
dumpTextures(StateWriter &writer, IDirect3DDevice8 *pDevice)
{
    HRESULT hr;

    writer.beginMember("textures");
    writer.beginObject();

    for (DWORD Stage = 0; Stage < 8; ++Stage) {
        com_ptr<IDirect3DBaseTexture8> pTexture;
        hr = pDevice->GetTexture(Stage, &pTexture);
        if (FAILED(hr)) {
            continue;
        }

        if (!pTexture) {
            continue;
        }

        D3DRESOURCETYPE Type = pTexture->GetType();

        DWORD NumFaces = Type == D3DRTYPE_CUBETEXTURE ? 6 : 1;
        DWORD NumLevels = pTexture->GetLevelCount();

        for (DWORD Face = 0; Face < NumFaces; ++Face) {
            for (DWORD Level = 0; Level < NumLevels; ++Level) {
                image::Image *image;
                image = getTextureImage(pDevice, pTexture, static_cast<D3DCUBEMAP_FACES>(Face), Level);
                if (image) {
                    char label[128];
                    if (Type == D3DRTYPE_CUBETEXTURE) {
                        _snprintf(label, sizeof label, "PS_RESOURCE_%lu_FACE_%lu_LEVEL_%lu", Stage, Face, Level);
                    } else {
                        _snprintf(label, sizeof label, "PS_RESOURCE_%lu_LEVEL_%lu", Stage, Level);
                    }
                    writer.beginMember(label);
                    writer.writeImage(image);
                    writer.endMember(); // PS_RESOURCE_*
                    delete image;
                }
            }
        }
    }

    writer.endObject();
    writer.endMember(); // textures
}
예제 #5
0
void
dumpFramebuffer(StateWriter &writer, ID3D10Device *pDevice)
{
    writer.beginMember("framebuffer");
    writer.beginObject();

    ID3D10RenderTargetView *pRenderTargetViews[D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT];
    ID3D10DepthStencilView *pDepthStencilView;
    pDevice->OMGetRenderTargets(ARRAYSIZE(pRenderTargetViews), pRenderTargetViews,
                                &pDepthStencilView);

    for (UINT i = 0; i < ARRAYSIZE(pRenderTargetViews); ++i) {
        if (!pRenderTargetViews[i]) {
            continue;
        }

        image::Image *image;
        image = getRenderTargetViewImage(pDevice, pRenderTargetViews[i]);
        if (image) {
            char label[64];
            _snprintf(label, sizeof label, "RENDER_TARGET_%u", i);
            writer.beginMember(label);
            writer.writeImage(image);
            writer.endMember(); // RENDER_TARGET_*
            delete image;
        }

        pRenderTargetViews[i]->Release();
    }

    if (pDepthStencilView) {
        image::Image *image;
        image = getDepthStencilViewImage(pDevice, pDepthStencilView);
        if (image) {
            writer.beginMember("DEPTH_STENCIL");
            writer.writeImage(image);
            writer.endMember();
            delete image;
        }

        pDepthStencilView->Release();
    }

    writer.endObject();
    writer.endMember(); // framebuffer
}
예제 #6
0
void
dumpTextures(StateWriter &writer, ID3D10Device *pDevice)
{
    writer.beginMember("textures");
    writer.beginObject();

    ID3D10ShaderResourceView *pShaderResourceViews[D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT];

    pDevice->PSGetShaderResources(0, ARRAYSIZE(pShaderResourceViews), pShaderResourceViews);
    dumpStageTextures(writer, pDevice, "PS", ARRAYSIZE(pShaderResourceViews), pShaderResourceViews);

    pDevice->VSGetShaderResources(0, ARRAYSIZE(pShaderResourceViews), pShaderResourceViews);
    dumpStageTextures(writer, pDevice, "VS", ARRAYSIZE(pShaderResourceViews), pShaderResourceViews);

    pDevice->GSGetShaderResources(0, ARRAYSIZE(pShaderResourceViews), pShaderResourceViews);
    dumpStageTextures(writer, pDevice, "GS", ARRAYSIZE(pShaderResourceViews), pShaderResourceViews);

    writer.endObject();
    writer.endMember(); // textures
}
예제 #7
0
void
dumpFramebuffer(StateWriter &writer, IDirect3DDevice8 *pDevice)
{
    HRESULT hr;

    writer.beginMember("framebuffer");
    writer.beginObject();

    com_ptr<IDirect3DSurface8> pRenderTarget;
    hr = pDevice->GetRenderTarget(&pRenderTarget);
    if (SUCCEEDED(hr) && pRenderTarget) {
        image::Image *image;
        image = getRenderTargetImage(pDevice, pRenderTarget);
        if (image) {
            writer.beginMember("RENDER_TARGET_0");
            writer.writeImage(image);
            writer.endMember(); // RENDER_TARGET_*
            delete image;
        }
    }

    com_ptr<IDirect3DSurface8> pDepthStencil;
    hr = pDevice->GetDepthStencilSurface(&pDepthStencil);
    if (SUCCEEDED(hr) && pDepthStencil) {
        image::Image *image;
        image = getSurfaceImage(pDevice, pDepthStencil);
        if (image) {
            writer.beginMember("DEPTH_STENCIL");
            writer.writeImage(image);
            writer.endMember(); // RENDER_TARGET_*
            delete image;
        }
    }

    writer.endObject();
    writer.endMember(); // framebuffer
}
예제 #8
0
void
dumpShadersUniforms(StateWriter &writer, Context &context)
{
    GLint pipeline = 0;
    GLint vertex_program = 0;
    GLint fragment_program = 0;
    GLint geometry_program = 0;
    GLint tess_control_program = 0;
    GLint tess_evaluation_program = 0;
    GLint compute_program = 0;

    if (!context.ES) {
        glGetIntegerv(GL_PROGRAM_PIPELINE_BINDING, &pipeline);
        if (pipeline) {
            glGetProgramPipelineiv(pipeline, GL_VERTEX_SHADER, &vertex_program);
            glGetProgramPipelineiv(pipeline, GL_FRAGMENT_SHADER, &fragment_program);
            glGetProgramPipelineiv(pipeline, GL_GEOMETRY_SHADER, &geometry_program);
            glGetProgramPipelineiv(pipeline, GL_TESS_CONTROL_SHADER, &tess_control_program);
            glGetProgramPipelineiv(pipeline, GL_TESS_EVALUATION_SHADER, &tess_evaluation_program);
            glGetProgramPipelineiv(pipeline, GL_COMPUTE_SHADER, &compute_program);
        }
    }

    GLint program = 0;
    if (!pipeline) {
        glGetIntegerv(GL_CURRENT_PROGRAM, &program);
    }

    writer.beginMember("shaders");
    writer.beginObject();
    if (pipeline) {
        dumpProgram(writer, context, vertex_program);
        dumpProgram(writer, context, fragment_program);
        dumpProgram(writer, context, geometry_program);
        dumpProgram(writer, context, tess_control_program);
        dumpProgram(writer, context, tess_evaluation_program);
        dumpProgram(writer, context, compute_program);
    } else if (program) {
        dumpProgram(writer, context, program);
    } else {
        dumpArbProgram(writer, context, GL_FRAGMENT_PROGRAM_ARB);
        dumpArbProgram(writer, context, GL_VERTEX_PROGRAM_ARB);
    }
    writer.endObject();
    writer.endMember(); // shaders

    writer.beginMember("uniforms");
    writer.beginObject();
    if (pipeline) {
        dumpProgramUniformsStage(writer, vertex_program, "GL_VERTEX_SHADER");
        dumpProgramUniformsStage(writer, fragment_program, "GL_FRAGMENT_SHADER");
        dumpProgramUniformsStage(writer, geometry_program, "GL_GEOMETRY_SHADER");
        dumpProgramUniformsStage(writer, tess_control_program, "GL_TESS_CONTROL_SHADER");
        dumpProgramUniformsStage(writer, tess_evaluation_program, "GL_TESS_EVALUATION_SHADER");
        dumpProgramUniformsStage(writer, compute_program, "GL_COMPUTE_SHADER");
    } else if (program) {
        dumpProgramUniforms(writer, program);
    } else {
        dumpArbProgramUniforms(writer, context, GL_FRAGMENT_PROGRAM_ARB, "fp.");
        dumpArbProgramUniforms(writer, context, GL_VERTEX_PROGRAM_ARB, "vp.");
    }
    writer.endObject();
    writer.endMember(); // uniforms

    writer.beginMember("buffers");
    writer.beginObject();
    if (!context.ES) {
        if (pipeline) {
            dumpVertexAttributes(writer, context, vertex_program);
        } else {
            dumpVertexAttributes(writer, context, program);
        }
        if (program) {
            dumpTransformFeedback(writer, program);
        }
    }
    writer.endObject();
    writer.endMember(); // buffers
}
예제 #9
0
static void
dumpVertexAttributes(StateWriter &writer, Context &context, GLint program)
{
    if (program <= 0) {
        return;
    }

    GLint activeAttribs = 0;
    glGetProgramiv(program, GL_ACTIVE_ATTRIBUTES, &activeAttribs);
    if (!activeAttribs) {
        return;
    }

    GLint max_name_length = 0;
    glGetProgramiv(program, GL_ACTIVE_ATTRIBUTE_MAX_LENGTH, &max_name_length);
    std::vector<GLchar> name(max_name_length);

    std::map<GLuint, BufferMapping> mappings;
    std::vector<VertexAttrib> attribs;
    unsigned count = ~0U;

    for (GLint index = 0; index < activeAttribs; ++index) {
        GLsizei length = 0;
        GLint shaderSize = 0;
        GLenum shaderType = GL_NONE;
        glGetActiveAttrib(program, index, max_name_length, &length, &shaderSize, &shaderType, &name[0]);

        if (isBuiltinName(&name[0])) {
            // TODO: Handle built-ins too
            std::cerr << "warning: dumping of built-in vertex attribute (" << &name[0] << ") not yet supported\n";
            continue;
        }

        GLint location = glGetAttribLocation(program, &name[0]);
        if (location < 0) {
            continue;
        }

        GLint buffer = 0;
        glGetVertexAttribiv(location, GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING, &buffer);
        if (!buffer) {
            continue;
        }



        GLint size = 0;
        glGetVertexAttribiv(location, GL_VERTEX_ATTRIB_ARRAY_SIZE, &size);
        GLint type = 0;
        glGetVertexAttribiv(location, GL_VERTEX_ATTRIB_ARRAY_TYPE, &type);
        GLint normalized = 0;
        glGetVertexAttribiv(location, GL_VERTEX_ATTRIB_ARRAY_NORMALIZED, &normalized);
        GLint stride = 0;
        glGetVertexAttribiv(location, GL_VERTEX_ATTRIB_ARRAY_STRIDE, &stride);
        GLvoid * pointer = 0;
        glGetVertexAttribPointerv(location, GL_VERTEX_ATTRIB_ARRAY_POINTER, &pointer);

        GLint offset = reinterpret_cast<intptr_t>(pointer);
        assert(offset >= 0);

        GLint divisor = 0;
        glGetVertexAttribiv(location, GL_VERTEX_ATTRIB_ARRAY_DIVISOR, &divisor);
        if (divisor) {
            // TODO: not clear the best way of presenting instanced attibutes on the dump
            std::cerr << "warning: dumping of instanced attributes (" << &name[0] << ") not yet supported\n";
            return;
        }

        if (size == GL_BGRA) {
            std::cerr << "warning: dumping of GL_BGRA attributes (" << &name[0] << ") not yet supported\n";
            size = 4;
        }

        AttribDesc desc(type, size);
        if (!desc) {
            std::cerr << "warning: dumping of packed attribute (" << &name[0] << ") not yet supported\n";
            // TODO: handle
            continue;
        }

        attribs.emplace_back();
        VertexAttrib &attrib = attribs.back();
        attrib.name = &name[0];

        // TODO handle normalized attributes
        if (normalized) {
            std::cerr << "warning: dumping of normalized attribute (" << &name[0] << ") not yet supported\n";
        }

        attrib.desc = desc;
        GLsizei attribSize = attrib.desc.arrayStride;

        if (stride == 0) {
            // tightly packed
            stride = attribSize;
        }

        attrib.offset = offset;
        attrib.stride = stride;

        BufferMapping &mapping = mappings[buffer];
        attrib.map = (const GLbyte *)mapping.map(GL_ARRAY_BUFFER, buffer);

        BufferBinding bb(GL_ARRAY_BUFFER, buffer);
        GLint bufferSize = 0;
        glGetBufferParameteriv(GL_ARRAY_BUFFER, GL_BUFFER_SIZE, &bufferSize);

        if (bufferSize <= offset ||
            bufferSize <= offset + attribSize) {
            return;
        } else {
            unsigned attribCount = (bufferSize - offset - attribSize)/stride + 1;
            count = std::min(count, attribCount);
        }
    }

    if (count == 0 || count == ~0U || attribs.empty()) {
        return;
    }

    writer.beginMember("vertices");
    writer.beginArray();
    for (unsigned vertex = 0; vertex < count; ++vertex) {
        writer.beginObject();
        for (auto attrib : attribs) {
            const AttribDesc & desc = attrib.desc;
            assert(desc);

            const GLbyte *vertex_data = attrib.map + attrib.stride*vertex + attrib.offset;
            dumpAttribArray(writer, attrib.name, desc, vertex_data);
        }
        writer.endObject();
    }
    writer.endArray();
    writer.endMember();
}
예제 #10
0
static inline void
dumpTransformFeedback(StateWriter &writer, GLint program)
{
    GLint transform_feedback_varyings = 0;
    glGetProgramiv(program, GL_TRANSFORM_FEEDBACK_VARYINGS, &transform_feedback_varyings);
    if (!transform_feedback_varyings) {
        return;
    }

    GLint max_name_length = 0;
    glGetProgramiv(program, GL_TRANSFORM_FEEDBACK_VARYING_MAX_LENGTH, &max_name_length);
    std::vector<GLchar> name(max_name_length);

    GLint buffer_mode = GL_INTERLEAVED_ATTRIBS;
    glGetProgramiv(program, GL_TRANSFORM_FEEDBACK_BUFFER_MODE, &buffer_mode);

    std::vector<TransformFeedbackAttrib> attribs(transform_feedback_varyings);

    // Calculate the offsets and strides of each attribute according to
    // the value of GL_TRANSFORM_FEEDBACK_BUFFER_MODE
    GLsizei cum_attrib_offset = 0;
    for (GLint slot = 0; slot < transform_feedback_varyings; ++slot) {
        TransformFeedbackAttrib & attrib = attribs[slot];

        GLsizei length = 0;
        GLsizei size = 0;
        GLenum type = GL_NONE;
        glGetTransformFeedbackVarying(program, slot, max_name_length, &length, &size, &type, &name[0]);

        attrib.name = &name[0];

        const AttribDesc & desc = attrib.desc = AttribDesc(type, size);
        if (!desc) {
            return;
        }

        attrib.size = desc.arrayStride;

        switch (buffer_mode) {
        case GL_INTERLEAVED_ATTRIBS:
            attrib.offset = cum_attrib_offset;
            break;
        case GL_SEPARATE_ATTRIBS:
            attrib.offset = 0;
            attrib.stride = desc.arrayStride;
            break;
        default:
            assert(0);
            attrib.offset = 0;
            attrib.stride = 0;
        }

        cum_attrib_offset += desc.arrayStride;
    }
    if (buffer_mode == GL_INTERLEAVED_ATTRIBS) {
        for (GLint slot = 0; slot < transform_feedback_varyings; ++slot) {
            TransformFeedbackAttrib & attrib = attribs[slot];
            attrib.stride = cum_attrib_offset;
        }
    }

    GLint previous_tbo = 0;
    glGetIntegerv(GL_TRANSFORM_FEEDBACK_BUFFER_BINDING, &previous_tbo);

    // Map the buffers and calculate how many vertices can they hold
    // XXX: We currently limit to 1024, or things can get significantly slow.
    unsigned numVertices = 16*1024;
    for (GLint slot = 0; slot < transform_feedback_varyings; ++slot) {
        TransformFeedbackAttrib & attrib = attribs[slot];
        attrib.map = NULL;
        if (slot == 0 || buffer_mode != GL_INTERLEAVED_ATTRIBS) {
            GLint tbo = 0;
            glGetIntegeri_v(GL_TRANSFORM_FEEDBACK_BUFFER_BINDING, slot, &tbo);
            if (!tbo) {
                numVertices = 0;
                continue;
            }

            GLint start = 0;
            glGetIntegeri_v(GL_TRANSFORM_FEEDBACK_BUFFER_START, slot, &start);
            GLint size = 0;
            glGetIntegeri_v(GL_TRANSFORM_FEEDBACK_BUFFER_SIZE, slot, &size);

            glBindBuffer(GL_TRANSFORM_FEEDBACK_BUFFER, tbo);

            if (size == 0) {
                glGetBufferParameteriv(GL_TRANSFORM_FEEDBACK_BUFFER, GL_BUFFER_SIZE, &size);
                assert(size >= start);
                size -= start;
            }

            unsigned numAttribVertices = calcNumElements(size,
                                                         attrib.offset,
                                                         attrib.size,
                                                         attrib.stride);
            numVertices = std::min(numVertices, numAttribVertices);

            attrib.map = (const GLbyte *)attrib.mapping.map(GL_TRANSFORM_FEEDBACK_BUFFER, tbo) + start;
        } else {
            attrib.map = attribs[0].map;
        }
    }
    glBindBuffer(GL_TRANSFORM_FEEDBACK_BUFFER, previous_tbo);

    // Actually dump the vertices
    writer.beginMember("GL_TRANSFORM_FEEDBACK");
    writer.beginArray();
    for (unsigned vertex = 0; vertex < numVertices; ++vertex) {
        writer.beginObject();
        for (GLint slot = 0; slot < transform_feedback_varyings; ++slot) {
            TransformFeedbackAttrib & attrib = attribs[slot];
            if (!attrib.map) {
                continue;
            }

            const AttribDesc & desc = attrib.desc;
            assert(desc);

            const GLbyte *vertex_data = attrib.map + attrib.stride*vertex + attrib.offset;
            dumpAttribArray(writer, attrib.name, desc, vertex_data);
        }
        writer.endObject();
    }
    writer.endArray();
    writer.endMember();
}