/************************************************************************** * * Copyright 2011 Jose Fonseca * All Rights Reserved. * * 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 #include #include #include #include #include #include #include #include "state_writer.hpp" #include "glproc.hpp" #include "glsize.hpp" #include "glstate.hpp" #include "glstate_internal.hpp" namespace glstate { // Mapping from shader type to shader source, used to accumulated the sources // of different shaders with same type. typedef std::map ShaderMap; static void getShaderSource(ShaderMap &shaderMap, GLuint shader) { if (!shader) { return; } GLint shader_type = 0; glGetShaderiv(shader, GL_SHADER_TYPE, &shader_type); if (!shader_type) { return; } GLint source_length = 0; glGetShaderiv(shader, GL_SHADER_SOURCE_LENGTH, &source_length); if (!source_length) { return; } GLchar *source = new GLchar[source_length]; GLsizei length = 0; source[0] = 0; glGetShaderSource(shader, source_length, &length, source); shaderMap[enumToString(shader_type)] += source; delete [] source; } static inline void dumpProgram(StateWriter &writer, Context &context, GLint program) { if (program <= 0) { return; } GLint attached_shaders = 0; glGetProgramiv(program, GL_ATTACHED_SHADERS, &attached_shaders); if (!attached_shaders) { return; } ShaderMap shaderMap; GLuint *shaders = new GLuint[attached_shaders]; GLsizei count = 0; glGetAttachedShaders(program, attached_shaders, &count, shaders); std::sort(shaders, shaders + count); for (GLsizei i = 0; i < count; ++ i) { getShaderSource(shaderMap, shaders[i]); } delete [] shaders; for (ShaderMap::const_iterator it = shaderMap.begin(); it != shaderMap.end(); ++it) { writer.beginMember(it->first); writer.writeString(it->second); writer.endMember(); } // Dump NVIDIA GPU programs via GL_ARB_get_program_binary if (context.ARB_get_program_binary) { // Undocumented format. const GLint GL_PROGRAM_BINARY_NVX = 0x8e21; bool hasNvidiaFormat = false; GLint numBinaryFormats = 0; glGetIntegerv(GL_NUM_PROGRAM_BINARY_FORMATS, &numBinaryFormats); if (numBinaryFormats) { std::vector binaryFormats(numBinaryFormats); glGetIntegerv(GL_PROGRAM_BINARY_FORMATS, &binaryFormats[0]); if (std::find(binaryFormats.begin(), binaryFormats.end(), GL_PROGRAM_BINARY_NVX) != binaryFormats.end()) { hasNvidiaFormat = true; } } // Avoid calling glGetProgramiv(GL_PROGRAM_BINARY_LENGTH) as it might // trigger unnecessary side effects, per // https://github.com/apitrace/apitrace/issues/365#issuecomment-275029429 GLint binaryLength = 0; if (hasNvidiaFormat) { glGetProgramiv(program, GL_PROGRAM_BINARY_LENGTH, &binaryLength); } if (binaryLength > 0) { std::vector binary(binaryLength); GLenum format = GL_NONE; glGetProgramBinary(program, binaryLength, NULL, &format, &binary[0]); if (format == GL_PROGRAM_BINARY_NVX) { if (0) { FILE *fp = fopen("program.bin", "wb"); if (fp) { fwrite(&binary[0], 1, binaryLength, fp); fclose(fp); } } // Extract NVIDIA GPU programs std::string str(binary.begin(), binary.end()); size_t end = 0; while (true) { // Each program starts with a !!NV header token size_t start = str.find("!!NV", end); if (start == std::string::npos) { break; } // And is preceeded by a length DWORD assert(start >= end + 4); if (start < end + 4) { break; } uint32_t length; str.copy(reinterpret_cast(&length), 4, start - 4); assert(start + length <= binaryLength); if (start + length > binaryLength) { break; } std::string nvProg = str.substr(start, length); size_t eol = nvProg.find('\n'); std::string nvHeader = nvProg.substr(2, eol - 2); writer.beginMember(nvHeader); writer.writeString(nvProg); writer.endMember(); end = start + length; } } } } } /** * Built-in uniforms/attributes need special treatment. */ static inline bool isBuiltinName(const GLchar *name) { return name[0] == 'g' && name[1] == 'l' && name[2] == '_'; } /* * When fetching the uniform name of an array we usually get name[0] * so we need to cut the trailing "[0]" in order to properly construct * array names later. Otherwise we endup with stuff like * uniformArray[0][0], * uniformArray[0][1], * instead of * uniformArray[0], * uniformArray[1]. */ static std::string resolveUniformName(const GLchar *name, GLint size) { std::string qualifiedName(name); if (size > 1) { std::string::size_type nameLength = qualifiedName.length(); static const char * const arrayStart = "[0]"; static const int arrayStartLen = 3; if (qualifiedName.rfind(arrayStart) == (nameLength - arrayStartLen)) { qualifiedName = qualifiedName.substr(0, nameLength - 3); } } return qualifiedName; } struct AttribDesc { GLenum type = GL_NONE; GLenum size = 0; GLenum elemType = GL_NONE; GLint elemStride = 0; GLint numCols = 0; GLint numRows = 0; GLsizei rowStride = 0; GLsizei colStride = 0; GLsizei arrayStride = 0; AttribDesc(void) {} AttribDesc(GLenum _type, GLint _size, GLint array_stride = 0, GLint matrix_stride = 0, GLboolean is_row_major = GL_FALSE) : type(_type), size(_size), arrayStride(array_stride) { _gl_uniform_size(type, elemType, numCols, numRows); elemStride = _gl_type_size(elemType); rowStride = 0; colStride = 0; if (is_row_major) { rowStride = elemStride; if (!matrix_stride) { matrix_stride = numRows * elemStride; } colStride = matrix_stride; if (!array_stride) { arrayStride = numCols * colStride; } } else { colStride = elemStride; if (!matrix_stride) { matrix_stride = numCols * elemStride; } rowStride = matrix_stride; if (!array_stride) { arrayStride = numRows * rowStride; } } } inline operator bool (void) const { return elemType != GL_NONE; } }; static void dumpAttrib(StateWriter &writer, const AttribDesc &desc, const GLbyte *data) { assert(desc); if (desc.numRows > 1) { writer.beginArray(); } for (GLint row = 0; row < desc.numRows; ++row) { if (desc.numCols > 1) { writer.beginArray(); } for (GLint col = 0; col < desc.numCols; ++col) { union { const GLbyte *rawvalue; const GLfloat *fvalue; const GLdouble *dvalue; const GLint *ivalue; const GLuint *uivalue; const GLint64 *i64value; const GLuint64 *ui64value; } u; u.rawvalue = data + row*desc.rowStride + col*desc.colStride; switch (desc.elemType) { case GL_FLOAT: writer.writeFloat(*u.fvalue); break; case GL_DOUBLE: writer.writeFloat(*u.dvalue); break; case GL_INT: writer.writeInt(*u.ivalue); break; case GL_UNSIGNED_INT: writer.writeInt(*u.uivalue); break; case GL_INT64_ARB: writer.writeInt(*u.i64value); break; case GL_UNSIGNED_INT64_ARB: writer.writeInt(*u.ui64value); break; case GL_BOOL: writer.writeBool(*u.uivalue); break; default: assert(0); writer.writeNull(); break; } } if (desc.numCols > 1) { writer.endArray(); } } if (desc.numRows > 1) { writer.endArray(); } } static void dumpAttribArray(StateWriter &writer, const std::string & name, const AttribDesc &desc, const GLbyte *data) { writer.beginMember(name); if (desc.size > 1) { writer.beginArray(); } for (GLint i = 0; i < desc.size; ++i) { const GLbyte *row = data + desc.arrayStride*i; dumpAttrib(writer, desc, row); } if (desc.size > 1) { writer.endArray(); } writer.endMember(); } /** * Dump an uniform that belows to an uniform block. */ static void dumpUniformBlock(StateWriter &writer, GLint program, GLint size, GLenum type, const GLchar *name, GLuint index, GLuint block_index) { GLint offset = 0; GLint array_stride = 0; GLint matrix_stride = 0; GLint is_row_major = GL_FALSE; glGetActiveUniformsiv(program, 1, &index, GL_UNIFORM_OFFSET, &offset); glGetActiveUniformsiv(program, 1, &index, GL_UNIFORM_ARRAY_STRIDE, &array_stride); glGetActiveUniformsiv(program, 1, &index, GL_UNIFORM_MATRIX_STRIDE, &matrix_stride); glGetActiveUniformsiv(program, 1, &index, GL_UNIFORM_IS_ROW_MAJOR, &is_row_major); GLint slot = -1; glGetActiveUniformBlockiv(program, block_index, GL_UNIFORM_BLOCK_BINDING, &slot); if (slot == -1) { return; } AttribDesc desc(type, size, array_stride, matrix_stride, is_row_major); if (!desc) { return; } if (0) { GLint active_uniform_block_max_name_length = 0; glGetProgramiv(program, GL_ACTIVE_UNIFORM_BLOCK_MAX_NAME_LENGTH, &active_uniform_block_max_name_length); GLchar* block_name = new GLchar[active_uniform_block_max_name_length]; GLint block_data_size = 0; glGetActiveUniformBlockiv(program, index, GL_UNIFORM_BLOCK_DATA_SIZE, &block_data_size); GLsizei length = 0; glGetActiveUniformBlockName(program, index, active_uniform_block_max_name_length, &length, block_name); std::cerr << "uniform `" << name << "`, size " << size << ", type " << enumToString(desc.type) << "\n" << " block " << block_index << ", name `" << block_name << "`, size " << block_data_size << "; binding " << slot << "; \n" << " offset " << offset << ", array stride " << array_stride << ", matrix stride " << matrix_stride << ", row_major " << is_row_major << "\n" ; delete [] block_name; } GLint ubo = 0; glGetIntegeri_v(GL_UNIFORM_BUFFER_BINDING, slot, &ubo); GLint start = 0; glGetIntegeri_v(GL_UNIFORM_BUFFER_START, slot, &start); BufferMapping mapping; const GLbyte *raw_data = (const GLbyte *)mapping.map(GL_UNIFORM_BUFFER, ubo); if (raw_data) { std::string qualifiedName = resolveUniformName(name, size); dumpAttribArray(writer, qualifiedName, desc, raw_data + start + offset); } } static void dumpUniform(StateWriter &writer, GLint program, const AttribDesc & desc, const GLchar *name) { if (desc.elemType == GL_NONE) { return; } union { GLfloat fvalues[4*4]; GLdouble dvalues[4*4]; GLint ivalues[4*4]; GLuint uivalues[4*4]; GLint64 i64values[4*4]; GLuint64 ui64values[4*4]; GLbyte data[4*4*4]; } u; GLint i; std::string qualifiedName = resolveUniformName(name, desc.size); writer.beginMember(qualifiedName); if (desc.size > 1) { writer.beginArray(); } for (i = 0; i < desc.size; ++i) { std::stringstream ss; ss << qualifiedName; if (desc.size > 1) { ss << '[' << i << ']'; } std::string elemName = ss.str(); GLint location = glGetUniformLocation(program, elemName.c_str()); assert(location != -1); if (location == -1) { continue; } switch (desc.elemType) { case GL_FLOAT: glGetUniformfv(program, location, u.fvalues); break; case GL_DOUBLE: glGetUniformdv(program, location, u.dvalues); break; case GL_INT: glGetUniformiv(program, location, u.ivalues); break; case GL_UNSIGNED_INT: glGetUniformuiv(program, location, u.uivalues); break; case GL_INT64_ARB: glGetUniformi64vARB(program, location, u.i64values); break; case GL_UNSIGNED_INT64_ARB: glGetUniformui64vARB(program, location, u.ui64values); break; case GL_BOOL: glGetUniformiv(program, location, u.ivalues); break; default: assert(0); break; } dumpAttrib(writer, desc, u.data); } if (desc.size > 1) { writer.endArray(); } writer.endMember(); } static inline void dumpProgramUniforms(StateWriter &writer, GLint program) { GLint active_uniforms = 0; glGetProgramiv(program, GL_ACTIVE_UNIFORMS, &active_uniforms); if (!active_uniforms) { return; } GLint active_uniform_max_length = 0; glGetProgramiv(program, GL_ACTIVE_UNIFORM_MAX_LENGTH, &active_uniform_max_length); GLchar *name = new GLchar[active_uniform_max_length]; if (!name) { return; } for (GLuint index = 0; (GLint)index < active_uniforms; ++index) { GLsizei length = 0; GLint size = 0; GLenum type = GL_NONE; glGetActiveUniform(program, index, active_uniform_max_length, &length, &size, &type, name); if (isBuiltinName(name)) { continue; } GLint location = glGetUniformLocation(program, name); if (location != -1) { AttribDesc desc(type, size); dumpUniform(writer, program, desc, name); continue; } GLint block_index = -1; glGetActiveUniformsiv(program, 1, &index, GL_UNIFORM_BLOCK_INDEX, &block_index); if (block_index != -1) { dumpUniformBlock(writer, program, size, type, name, index, block_index); continue; } /* * We can get here when the driver describes the uniform as active, but * on an inactive uniform block. So just ingnore that. */ } delete [] name; } // Calculate how many elements (or vertices) can fit in the specified buffer. static unsigned calcNumElements(GLsizei bufferSize, GLsizei elemOffset, GLsizei elemSize, GLsizei elemStride) { if (0 >= bufferSize || elemOffset >= bufferSize || elemOffset + elemSize >= bufferSize) { return 0; } assert(elemStride >= 0); if (elemStride < 0) { return 1; } if (elemStride == 0) { // XXX: It should be infinite, but lets return something more manageable here. return 0x10000; } return (bufferSize - elemOffset - elemSize) / elemStride; } struct TransformFeedbackAttrib { std::string name; AttribDesc desc; GLsizei offset; GLsizei stride; GLsizei size; BufferMapping mapping; const GLbyte *map; }; 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 name(max_name_length); GLint buffer_mode = GL_INTERLEAVED_ATTRIBS; glGetProgramiv(program, GL_TRANSFORM_FEEDBACK_BUFFER_MODE, &buffer_mode); std::vector 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(); } static inline void dumpArbProgram(StateWriter &writer, Context &context, GLenum target) { if (context.ES || context.core || !glIsEnabled(target)) { return; } GLint program_length = 0; glGetProgramivARB(target, GL_PROGRAM_LENGTH_ARB, &program_length); if (!program_length) { return; } GLchar *source = new GLchar[program_length + 1]; source[0] = 0; glGetProgramStringARB(target, GL_PROGRAM_STRING_ARB, source); source[program_length] = 0; writer.beginMember(enumToString(target)); writer.writeString(source); writer.endMember(); delete [] source; } static inline void dumpArbProgramUniforms(StateWriter &writer, Context &context, GLenum target, const char *prefix) { if (context.ES || context.core || !glIsEnabled(target)) { return; } GLint program_parameters = 0; glGetProgramivARB(target, GL_PROGRAM_PARAMETERS_ARB, &program_parameters); if (!program_parameters) { return; } GLint max_program_local_parameters = 0; glGetProgramivARB(target, GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB, &max_program_local_parameters); for (GLint index = 0; index < max_program_local_parameters; ++index) { GLdouble params[4] = {0, 0, 0, 0}; glGetProgramLocalParameterdvARB(target, index, params); if (!params[0] && !params[1] && !params[2] && !params[3]) { continue; } char name[256]; snprintf(name, sizeof name, "%sprogram.local[%i]", prefix, index); writer.beginMember(name); writer.beginArray(); writer.writeFloat(params[0]); writer.writeFloat(params[1]); writer.writeFloat(params[2]); writer.writeFloat(params[3]); writer.endArray(); writer.endMember(); } GLint max_program_env_parameters = 0; glGetProgramivARB(target, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &max_program_env_parameters); for (GLint index = 0; index < max_program_env_parameters; ++index) { GLdouble params[4] = {0, 0, 0, 0}; glGetProgramEnvParameterdvARB(target, index, params); if (!params[0] && !params[1] && !params[2] && !params[3]) { continue; } char name[256]; snprintf(name, sizeof name, "%sprogram.env[%i]", prefix, index); writer.beginMember(name); writer.beginArray(); writer.writeFloat(params[0]); writer.writeFloat(params[1]); writer.writeFloat(params[2]); writer.writeFloat(params[3]); writer.endArray(); writer.endMember(); } } 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(); } struct VertexAttrib { std::string name; AttribDesc desc; GLsizei offset = 0; GLsizei stride = 0; GLsizei size = 0; const GLbyte *map; }; 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 name(max_name_length); std::map mappings; std::vector 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(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); if (!attrib.map) { std::cerr << "warning: could not map buffer for attribute " << &name[0] << ", skipping vertex attribute dump\n"; return; } 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(); } static std::vector getProgramResourcei(GLuint program, GLenum programInterface, GLuint index, std::vector const &properties, GLsizei expectedNumberOfResults) { std::vector result; result.resize(expectedNumberOfResults, GL_INVALID_VALUE); GLint actuallyWrittenProperties = -1; glGetProgramResourceiv(program, programInterface, index, properties.size(), properties.data(), result.size(), &actuallyWrittenProperties, result.data()); result.resize(std::max(0, actuallyWrittenProperties)); return result; } /** * Expects one result per property */ static std::vector getProgramResourcei(GLuint program, GLenum programInterface, GLuint index, std::vector const &properties) { return getProgramResourcei(program, programInterface, index, properties, properties.size()); } static GLint getProgramResourcei(GLuint program, GLenum programInterface, GLuint index, GLenum property) { auto result = getProgramResourcei(program, programInterface, index, std::vector{property}); return result.at(0); } static std::string getProgramResourceName(GLuint program, GLenum programInterface, GLuint index) { auto nameLength = getProgramResourcei(program, programInterface, index, std::vector{GL_NAME_LENGTH}) .at(0); std::vector buffer; buffer.resize(nameLength); glGetProgramResourceName(program, programInterface, index, nameLength, nullptr, buffer.data()); return {buffer.begin(), buffer.end()}; } static void dumpShadersStorageBufferBlocks(StateWriter &writer, Context &context, GLuint program) { if (!(context.ARB_shader_storage_buffer_object && context.ARB_program_interface_query)) { return; } GLint numberOfActiveSSBBs = -1; glGetProgramInterfaceiv(program, GL_SHADER_STORAGE_BLOCK, GL_ACTIVE_RESOURCES, &numberOfActiveSSBBs); if (numberOfActiveSSBBs > 0) { for (GLint ssbbResourceIndex = 0; ssbbResourceIndex < numberOfActiveSSBBs; ++ssbbResourceIndex) { GLint numberOfActiveVariables = getProgramResourcei(program, GL_SHADER_STORAGE_BLOCK, ssbbResourceIndex, GL_NUM_ACTIVE_VARIABLES); auto ssbbName = getProgramResourceName( program, GL_SHADER_STORAGE_BLOCK, ssbbResourceIndex); auto activeVariables = getProgramResourcei( program, GL_SHADER_STORAGE_BLOCK, ssbbResourceIndex, {GL_ACTIVE_VARIABLES}, numberOfActiveVariables); writer.beginMember(ssbbName); writer.beginObject(); const GLint bufferBinding = getProgramResourcei(program, GL_SHADER_STORAGE_BLOCK, ssbbResourceIndex, GL_BUFFER_BINDING); writer.writeIntMember("GL_BUFFER_BINDING", bufferBinding); writer.writeIntMember( "GL_BUFFER_DATA_SIZE", getProgramResourcei(program, GL_SHADER_STORAGE_BLOCK, ssbbResourceIndex, GL_BUFFER_DATA_SIZE)); for (auto property : {GL_REFERENCED_BY_VERTEX_SHADER, GL_REFERENCED_BY_TESS_CONTROL_SHADER, GL_REFERENCED_BY_TESS_EVALUATION_SHADER, GL_REFERENCED_BY_GEOMETRY_SHADER, GL_REFERENCED_BY_FRAGMENT_SHADER, GL_REFERENCED_BY_COMPUTE_SHADER}) { const auto value = getProgramResourcei(program, GL_SHADER_STORAGE_BLOCK, ssbbResourceIndex, property); if (value) { writer.writeBoolMember(enumToString(property), true); } } writer.beginMember("activeVariables"); writer.beginObject(); for (GLint variableIndex : activeVariables) { auto variableName = getProgramResourceName( program, GL_BUFFER_VARIABLE, variableIndex); writer.beginMember(variableName); writer.beginObject(); for (auto property : {GL_TYPE, GL_ARRAY_SIZE, GL_OFFSET, GL_BLOCK_INDEX, GL_ARRAY_STRIDE, GL_MATRIX_STRIDE, GL_IS_ROW_MAJOR, GL_TOP_LEVEL_ARRAY_SIZE, GL_TOP_LEVEL_ARRAY_STRIDE}) { int value = getProgramResourcei(program, GL_BUFFER_VARIABLE, variableIndex, property); writer.writeIntMember(enumToString(property), value); } writer.endObject(); writer.endMember(); // variableName } writer.endObject(); writer.endMember(); // activeVariables writer.endObject(); writer.endMember(); // ssbbName } } } 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 writer.beginMember("shaderstoragebufferblocks"); writer.beginObject(); if (pipeline) { dumpShadersStorageBufferBlocks(writer, context, vertex_program); dumpShadersStorageBufferBlocks(writer, context, fragment_program); dumpShadersStorageBufferBlocks(writer, context, geometry_program); dumpShadersStorageBufferBlocks(writer, context, tess_control_program); dumpShadersStorageBufferBlocks(writer, context, tess_evaluation_program); dumpShadersStorageBufferBlocks(writer, context, compute_program); } else if (program) { dumpShadersStorageBufferBlocks(writer, context, program); } writer.endObject(); writer.endMember(); // shaderstoragebufferblocks } bool isGeometryShaderBound(Context &context) { GLint pipeline = 0; GLint program = 0; if (!context.ES) { glGetIntegerv(GL_PROGRAM_PIPELINE_BINDING, &pipeline); if (pipeline) { glGetProgramPipelineiv(pipeline, GL_GEOMETRY_SHADER, &program); } } if (!pipeline) { glGetIntegerv(GL_CURRENT_PROGRAM, &program); } if (!program) { return false; } GLint attached_shaders = 0; glGetProgramiv(program, GL_ATTACHED_SHADERS, &attached_shaders); if (!attached_shaders) { return false; } GLuint *shaders = new GLuint[attached_shaders]; GLsizei count = 0; glGetAttachedShaders(program, attached_shaders, &count, shaders); for (GLsizei i = 0; i < count; ++i) { GLuint shader = shaders[i]; if (!shader) { continue; } GLint shader_type = 0; glGetShaderiv(shader, GL_SHADER_TYPE, &shader_type); if (shader_type == GL_GEOMETRY_SHADER) { delete [] shaders; return true; } } delete [] shaders; return false; } } /* namespace glstate */