void WrappedOpenGL::glFramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level)
{
	m_Real.glFramebufferTexture2D(target, attachment, textarget, texture, level);
	
	if(m_State >= WRITING)
	{
		GLResourceRecord *record = m_DeviceRecord;

		if(target == eGL_DRAW_FRAMEBUFFER || target == eGL_FRAMEBUFFER)
		{
			if(m_DrawFramebufferRecord) record = m_DrawFramebufferRecord;
		}
		else
		{
			if(m_ReadFramebufferRecord) record = m_ReadFramebufferRecord;
		}

		SCOPED_SERIALISE_CONTEXT(FRAMEBUFFER_TEX2D);
		Serialise_glNamedFramebufferTexture2DEXT(GetResourceManager()->GetCurrentResource(record->GetResourceID()).name,
																					 attachment, textarget, texture, level);
		
		if(m_State == WRITING_IDLE)
			record->AddChunk(scope.Get());
		else
			m_ContextRecord->AddChunk(scope.Get());
	}
}
示例#2
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void WrappedOpenGL::glTexBufferRange(GLenum target, GLenum internalformat, GLuint buffer, GLintptr offset, GLsizeiptr size)
{
	m_Real.glTexBufferRange(target, internalformat, buffer, offset, size);
		
	if(m_State >= WRITING)
	{
		GLResourceRecord *record = m_TextureRecord[m_TextureUnit];
		RDCASSERT(record);

		SCOPED_SERIALISE_CONTEXT(TEXBUFFER_RANGE);
		Serialise_glTextureBufferRangeEXT(GetResourceManager()->GetCurrentResource(record->GetResourceID()).name,
																		  target, internalformat, buffer, offset, size);

		record->AddChunk(scope.Get());
	}
}
示例#3
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void WrappedOpenGL::glTexStorage1D(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width)
{
	m_Real.glTexStorage1D(target, levels, internalformat, width);
	
	if(m_State >= WRITING)
	{
		GLResourceRecord *record = m_TextureRecord[m_TextureUnit];
		RDCASSERT(record);

		SCOPED_SERIALISE_CONTEXT(TEXSTORAGE1D);
		Serialise_glTextureStorage1DEXT(GetResourceManager()->GetCurrentResource(record->GetResourceID()).name,
																		target, levels, internalformat, width);

		record->AddChunk(scope.Get());
	}
}
示例#4
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void WrappedOpenGL::glTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const void *pixels)
{
	m_Real.glTexSubImage1D(target, level, xoffset, width, format, type, pixels);
	
	if(m_State >= WRITING)
	{
		GLResourceRecord *record = m_TextureRecord[m_TextureUnit];
		RDCASSERT(record);

		SCOPED_SERIALISE_CONTEXT(TEXSUBIMAGE1D);
		Serialise_glTextureSubImage1DEXT(GetResourceManager()->GetCurrentResource(record->GetResourceID()).name,
																		 target, level, xoffset, width, format, type, pixels);

		if(m_State == WRITING_CAPFRAME)
			m_ContextRecord->AddChunk(scope.Get());
		else
			record->AddChunk(scope.Get());
	}
}
示例#5
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void WrappedOpenGL::glTexParameterfv(GLenum target, GLenum pname, const GLfloat *params)
{
	m_Real.glTexParameterfv(target, pname, params);
	
	if(m_State >= WRITING)
	{
		GLResourceRecord *record = m_TextureRecord[m_TextureUnit];
		RDCASSERT(record);

		SCOPED_SERIALISE_CONTEXT(TEXPARAMETERFV);
		Serialise_glTextureParameterfvEXT(GetResourceManager()->GetCurrentResource(record->GetResourceID()).name,
																		  target, pname, params);

		if(m_State == WRITING_IDLE)
			record->AddChunk(scope.Get());
		else
			m_ContextRecord->AddChunk(scope.Get());
	}
}
示例#6
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void WrappedOpenGL::glTexStorage3D(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth)
{
	m_Real.glTexStorage3D(target, levels, internalformat, width, height, depth);
	
	if(m_State >= WRITING)
	{
		GLResourceRecord *record = m_TextureRecord[m_TextureUnit];
		RDCASSERT(record);

		SCOPED_SERIALISE_CONTEXT(TEXSTORAGE3D);
		Serialise_glTextureStorage3DEXT(GetResourceManager()->GetCurrentResource(record->GetResourceID()).name,
																		target, levels, internalformat, width, height, depth);

		record->AddChunk(scope.Get());

		// illegal to re-type textures
		if(record->datatype == eGL_UNKNOWN_ENUM)
			record->datatype = target;
		else
			RDCASSERT(record->datatype == target);
	}
}
示例#7
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HANDLE WrappedOpenGL::wglDXRegisterObjectNV(HANDLE hDevice, void *dxObject, GLuint name,
                                            GLenum type, GLenum access)
{
  RDCASSERT(IsCaptureMode(m_State));

  ID3D11Resource *real = UnwrapDXResource(dxObject);

  if(real == NULL)
  {
    SetLastError(ERROR_OPEN_FAILED);
    return 0;
  }

  WrappedHANDLE *wrapped = new WrappedHANDLE();

  if(type == eGL_RENDERBUFFER)
    wrapped->res = RenderbufferRes(GetCtx(), name);
  else if(type == eGL_NONE)
    wrapped->res = BufferRes(GetCtx(), name);
  else
    wrapped->res = TextureRes(GetCtx(), name);

  GLResourceRecord *record = GetResourceManager()->GetResourceRecord(wrapped->res);

  if(!record)
  {
    RDCERR("Unrecognised object with type %x and name %u", type, name);
    delete wrapped;
    return NULL;
  }

  SERIALISE_TIME_CALL(wrapped->real =
                          m_Real.wglDXRegisterObjectNV(hDevice, real, name, type, access));

  {
    RDCASSERT(record);

    USE_SCRATCH_SERIALISER();
    SCOPED_SERIALISE_CHUNK(gl_CurChunk);
    Serialise_wglDXRegisterObjectNV(ser, wrapped->res, type, dxObject);

    record->AddChunk(scope.Get());
  }

  if(type != eGL_NONE)
  {
    ResourceFormat fmt;
    uint32_t width = 0, height = 0, depth = 0, mips = 0, layers = 0, samples = 0;
    GetDXTextureProperties(dxObject, fmt, width, height, depth, mips, layers, samples);

    // defined as arrays mostly for Coverity code analysis to stay calm about passing
    // them to the *TexParameter* functions
    GLint maxlevel[4] = {GLint(mips - 1), 0, 0, 0};

    m_Real.glTextureParameteriEXT(wrapped->res.name, type, eGL_TEXTURE_MAX_LEVEL, GLint(mips - 1));

    ResourceId texId = record->GetResourceID();
    m_Textures[texId].resource = wrapped->res;
    m_Textures[texId].curType = type;
    m_Textures[texId].width = width;
    m_Textures[texId].height = height;
    m_Textures[texId].depth = RDCMAX(depth, samples);
    m_Textures[texId].samples = samples;
    m_Textures[texId].dimension = 2;
    if(type == eGL_TEXTURE_1D || type == eGL_TEXTURE_1D_ARRAY)
      m_Textures[texId].dimension = 1;
    else if(type == eGL_TEXTURE_3D)
      m_Textures[texId].dimension = 3;

    m_Textures[texId].internalFormat = MakeGLFormat(fmt);
  }

  return wrapped;
}