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|
// Copyright (C) Intel Corp. 2017. 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 (including the
// next paragraph) 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 COPYRIGHT OWNER(S) AND/OR ITS SUPPLIERS 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.
// **********************************************************************/
// * Authors:
// * Mark Janes <mark.a.janes@intel.com>
// **********************************************************************/
#include "glframe_state_override.hpp"
#include <map>
#include <string>
#include <vector>
#include "glframe_glhelper.hpp"
#include "glframe_state_enums.hpp"
using glretrace::StateOverride;
union IntFloat {
uint32_t i;
float f;
};
void
StateOverride::setState(const StateKey &item,
int offset,
const std::string &value) {
StateKey adjusted_item(item);
adjust_item(&adjusted_item);
auto &i = m_overrides[adjusted_item];
if (i.empty()) {
// save the prior state so we can restore it
getState(adjusted_item, &i);
m_saved_state[adjusted_item] = i;
}
adjust_offset(item, &offset);
const uint32_t data_value = interpret_value(item, value);
i[offset] = data_value;
}
// Not all StateKey items from the UI will match the data model for
// state overrides during retrace. For example, GL_COLOR_WRITEMASK is
// stored in 4 separate items in the UI, but a single override in this
// model. The reason for this discrepancy is to allow mapping of
// model offsets to UI colors (0->red, 1->green, etc). This method
// interprets a StateKey from the UI and adjusts it to match the
// model.
void
StateOverride::adjust_item(StateKey *item) const {
// initially required by GL_COLOR_WRITEMASK, which can now be
// implemented within the generic pattern.
return;
}
// As with adjust_item, offsets from the UI do not always match the
// model used by this override. This method interprets an offset from
// the UI, and adjusts it to match the model implementation.
void
StateOverride::adjust_offset(const StateKey &item,
int *offset) const {
// initially required by GL_COLOR_WRITEMASK, which can now be
// implemented within the generic pattern.
return;
}
// The UI uses strings for all state values. The override model
// stores all data types in a vector of uint32_t.
uint32_t
StateOverride::interpret_value(const StateKey &item,
const std::string &value) {
switch (state_name_to_enum(item.name)) {
// enumeration values
// true/false values
case GL_BLEND:
case GL_BLEND_DST:
case GL_BLEND_DST_ALPHA:
case GL_BLEND_DST_RGB:
case GL_BLEND_EQUATION_ALPHA:
case GL_BLEND_EQUATION_RGB:
case GL_BLEND_SRC:
case GL_BLEND_SRC_ALPHA:
case GL_BLEND_SRC_RGB:
case GL_COLOR_WRITEMASK:
case GL_CULL_FACE:
case GL_CULL_FACE_MODE:
case GL_LINE_SMOOTH:
case GL_DEPTH_FUNC:
case GL_DEPTH_TEST:
case GL_DEPTH_WRITEMASK:
case GL_DITHER:
case GL_FRONT_FACE:
case GL_POLYGON_OFFSET_FILL:
case GL_SAMPLE_COVERAGE_INVERT:
return state_name_to_enum(value);
// float values
case GL_BLEND_COLOR:
case GL_COLOR_CLEAR_VALUE:
case GL_DEPTH_CLEAR_VALUE:
case GL_DEPTH_RANGE:
case GL_LINE_WIDTH:
case GL_POLYGON_OFFSET_FACTOR:
case GL_POLYGON_OFFSET_UNITS:
case GL_SAMPLE_COVERAGE_VALUE:
{
IntFloat i_f;
i_f.f = std::stof(value);
return i_f.i;
}
// int values
default:
assert(false);
return 0;
}
}
void
StateOverride::getState(const StateKey &item,
std::vector<uint32_t> *data) {
const auto n = state_name_to_enum(item.name);
data->clear();
switch (n) {
case GL_BLEND:
case GL_CULL_FACE:
case GL_DEPTH_TEST:
case GL_DITHER:
case GL_LINE_SMOOTH:
case GL_POLYGON_OFFSET_FILL: {
data->resize(1);
get_enabled_state(n, data);
break;
}
case GL_BLEND_DST:
case GL_BLEND_DST_ALPHA:
case GL_BLEND_DST_RGB:
case GL_BLEND_EQUATION_ALPHA:
case GL_BLEND_EQUATION_RGB:
case GL_BLEND_SRC:
case GL_BLEND_SRC_ALPHA:
case GL_BLEND_SRC_RGB:
case GL_CULL_FACE_MODE:
case GL_DEPTH_FUNC:
case GL_FRONT_FACE: {
data->resize(1);
get_integer_state(n, data);
break;
}
case GL_COLOR_WRITEMASK:
{
data->resize(4);
get_bool_state(n, data);
break;
}
case GL_DEPTH_WRITEMASK:
case GL_SAMPLE_COVERAGE_INVERT:
{
data->resize(1);
get_bool_state(n, data);
break;
}
case GL_BLEND_COLOR:
case GL_COLOR_CLEAR_VALUE:
data->resize(4);
get_float_state(n, data);
break;
case GL_DEPTH_CLEAR_VALUE:
case GL_LINE_WIDTH:
case GL_POLYGON_OFFSET_FACTOR:
case GL_POLYGON_OFFSET_UNITS:
case GL_SAMPLE_COVERAGE_VALUE:
{
data->resize(1);
get_float_state(n, data);
break;
}
case GL_DEPTH_RANGE: {
data->resize(2);
get_float_state(n, data);
break;
}
}
}
void
StateOverride::get_enabled_state(GLint k,
std::vector<uint32_t> *data) {
GL::GetError();
assert(data->size() == 1);
(*data)[0] = GlFunctions::IsEnabled(k);
assert(!GL::GetError());
}
void
StateOverride::get_integer_state(GLint k,
std::vector<uint32_t> *data) {
GL::GetError();
GlFunctions::GetIntegerv(k, reinterpret_cast<GLint*>(data->data()));
assert(!GL::GetError());
}
void
StateOverride::get_bool_state(GLint k,
std::vector<uint32_t> *data) {
GL::GetError();
std::vector<GLboolean> b(data->size());
GlFunctions::GetBooleanv(k, b.data());
auto d = data->begin();
for (auto v : b) {
*d = v ? 1 : 0;
++d;
}
assert(!GL::GetError());
}
void
StateOverride::get_float_state(GLint k, std::vector<uint32_t> *data) {
GL::GetError();
GlFunctions::GetFloatv(k, reinterpret_cast<GLfloat*>(data->data()));
assert(!GL::GetError());
}
void
StateOverride::overrideState() const {
enact_state(m_overrides);
}
void
StateOverride::restoreState() const {
enact_state(m_saved_state);
}
void
StateOverride::enact_enabled_state(GLint setting, bool v) const {
if (v)
GlFunctions::Enable(setting);
else
GlFunctions::Disable(setting);
assert(GL::GetError() == GL_NO_ERROR);
}
void
StateOverride::enact_state(const KeyMap &m) const {
GL::GetError();
for (auto i : m) {
GL::GetError();
const auto n = state_name_to_enum(i.first.name);
switch (n) {
case GL_BLEND:
case GL_CULL_FACE:
case GL_DEPTH_TEST:
case GL_DITHER:
case GL_LINE_SMOOTH:
case GL_POLYGON_OFFSET_FILL: {
enact_enabled_state(n, i.second[0]);
break;
}
case GL_BLEND_COLOR: {
std::vector<float> f(4);
IntFloat u;
for (int j = 0; j < 4; ++j) {
u.i = i.second[j];
f[j] = u.f;
}
GlFunctions::BlendColor(f[0], f[1], f[2], f[3]);
assert(GL::GetError() == GL_NO_ERROR);
break;
}
case GL_BLEND_EQUATION_ALPHA:
case GL_BLEND_EQUATION_RGB: {
GLint modeRGB, modeAlpha;
GlFunctions::GetIntegerv(GL_BLEND_EQUATION_RGB, &modeRGB);
GlFunctions::GetIntegerv(GL_BLEND_EQUATION_ALPHA, &modeAlpha);
GlFunctions::BlendEquationSeparate(
n == GL_BLEND_EQUATION_RGB ? i.second[0] : modeRGB,
n == GL_BLEND_EQUATION_ALPHA ? i.second[0] : modeAlpha);
assert(GL::GetError() == GL_NO_ERROR);
break;
}
case GL_BLEND_SRC:
case GL_BLEND_DST: {
GLint src, dst;
GlFunctions::GetIntegerv(GL_BLEND_DST, &dst);
GlFunctions::GetIntegerv(GL_BLEND_SRC, &src);
assert(GL::GetError() == GL_NO_ERROR);
GlFunctions::BlendFunc(
n == GL_BLEND_SRC ? i.second[0] : src,
n == GL_BLEND_DST ? i.second[0] : dst);
assert(GL::GetError() == GL_NO_ERROR);
break;
}
case GL_BLEND_DST_ALPHA:
case GL_BLEND_DST_RGB:
case GL_BLEND_SRC_ALPHA:
case GL_BLEND_SRC_RGB: {
GLint src_rgb, dst_rgb, src_alpha, dst_alpha;
GlFunctions::GetIntegerv(GL_BLEND_SRC_RGB, &src_rgb);
GlFunctions::GetIntegerv(GL_BLEND_DST_RGB, &dst_rgb);
GlFunctions::GetIntegerv(GL_BLEND_SRC_ALPHA, &src_alpha);
GlFunctions::GetIntegerv(GL_BLEND_DST_ALPHA, &dst_alpha);
GlFunctions::BlendFuncSeparate(
n == GL_BLEND_SRC_RGB ? i.second[0] : src_rgb,
n == GL_BLEND_DST_RGB ? i.second[0] : dst_rgb,
n == GL_BLEND_SRC_ALPHA ? i.second[0] : src_alpha,
n == GL_BLEND_DST_ALPHA ? i.second[0] : dst_alpha);
break;
}
case GL_COLOR_CLEAR_VALUE: {
std::vector<float> f(4);
IntFloat u;
for (int j = 0; j < 4; ++j) {
u.i = i.second[j];
f[j] = u.f;
}
GlFunctions::ClearColor(f[0], f[1], f[2], f[3]);
assert(GL::GetError() == GL_NO_ERROR);
break;
}
case GL_COLOR_WRITEMASK: {
GlFunctions::ColorMask(i.second[0],
i.second[1],
i.second[2],
i.second[3]);
break;
}
case GL_CULL_FACE_MODE: {
GlFunctions::CullFace(i.second[0]);
assert(GL::GetError() == GL_NO_ERROR);
break;
}
case GL_DEPTH_CLEAR_VALUE: {
IntFloat u;
u.i = i.second[0];
GlFunctions::ClearDepthf(u.f);
break;
}
case GL_DEPTH_FUNC: {
GlFunctions::DepthFunc(i.second[0]);
break;
}
case GL_LINE_WIDTH: {
assert(i.second.size() == 1);
IntFloat u;
u.i = i.second[0];
GlFunctions::LineWidth(u.f);
assert(GL::GetError() == GL_NO_ERROR);
break;
}
case GL_DEPTH_RANGE: {
assert(i.second.size() == 2);
IntFloat near, far;
near.i = i.second[0];
far.i = i.second[1];
GlFunctions::DepthRangef(near.f, far.f);
assert(GL::GetError() == GL_NO_ERROR);
break;
}
case GL_DEPTH_WRITEMASK: {
GlFunctions::DepthMask(i.second[0]);
assert(GL::GetError() == GL_NO_ERROR);
break;
}
case GL_FRONT_FACE: {
GlFunctions::FrontFace(i.second[0]);
assert(GL::GetError() == GL_NO_ERROR);
break;
}
case GL_POLYGON_OFFSET_FACTOR:
case GL_POLYGON_OFFSET_UNITS: {
GLfloat factor, units;
GlFunctions::GetFloatv(GL_POLYGON_OFFSET_FACTOR, &factor);
GlFunctions::GetFloatv(GL_POLYGON_OFFSET_UNITS, &units);
IntFloat convert;
convert.i = i.second[0];
GlFunctions::PolygonOffset(
n == GL_POLYGON_OFFSET_FACTOR ? convert.f : factor,
n == GL_POLYGON_OFFSET_UNITS ? convert.f : units);
assert(GL::GetError() == GL_NO_ERROR);
break;
}
case GL_SAMPLE_COVERAGE_INVERT:
case GL_SAMPLE_COVERAGE_VALUE: {
GLfloat value;
GLboolean invert;
GlFunctions::GetFloatv(GL_SAMPLE_COVERAGE_VALUE, &value);
GlFunctions::GetBooleanv(GL_SAMPLE_COVERAGE_INVERT, &invert);
IntFloat convert;
convert.i = i.second[0];
GlFunctions::SampleCoverage(
n == GL_SAMPLE_COVERAGE_VALUE ? convert.f : value,
n == GL_SAMPLE_COVERAGE_INVERT ? i.second[0] : invert);
break;
}
case GL_INVALID_ENUM:
default:
assert(false);
break;
}
}
}
void floatStrings(const std::vector<uint32_t> &i,
std::vector<std::string> *s) {
s->clear();
IntFloat u;
for (auto d : i) {
u.i = d;
s->push_back(std::to_string(u.f));
}
}
void floatString(const uint32_t i,
std::string *s) {
IntFloat u;
u.i = i;
*s = std::to_string(u.f);
}
void
StateOverride::onState(SelectionId selId,
ExperimentId experimentCount,
RenderId renderId,
OnFrameRetrace *callback) {
std::vector<uint32_t> data;
// these entries are roughly in the order of the items in the glGet
// man page:
// https://www.khronos.org/registry/OpenGL-Refpages/es3.1/html/glGet.xhtml
{
StateKey k("Primitive/Cull", "GL_CULL_FACE");
getState(k, &data);
callback->onState(selId, experimentCount, renderId,
k, {data[0] ? "true" : "false"});
}
{
StateKey k("Primitive/Cull", "GL_CULL_FACE_MODE");
getState(k, &data);
callback->onState(selId, experimentCount, renderId,
k, {state_enum_to_name(data[0])});
}
{
StateKey k("Fragment/Blend", "GL_BLEND");
getState(k, &data);
callback->onState(selId, experimentCount, renderId,
k, {data[0] ? "true" : "false"});
}
{
StateKey k("Fragment/Blend", "GL_BLEND_SRC");
getState(k, &data);
callback->onState(selId, experimentCount, renderId,
k, {state_enum_to_name(data[0])});
}
{
StateKey k("Fragment/Blend", "GL_BLEND_SRC_ALPHA");
getState(k, &data);
callback->onState(selId, experimentCount, renderId,
k, {state_enum_to_name(data[0])});
}
{
StateKey k("Fragment/Blend", "GL_BLEND_SRC_RGB");
getState(k, &data);
callback->onState(selId, experimentCount, renderId,
k, {state_enum_to_name(data[0])});
}
{
StateKey k("Fragment/Blend", "GL_BLEND_DST");
getState(k, &data);
callback->onState(selId, experimentCount, renderId,
k, {state_enum_to_name(data[0])});
}
{
StateKey k("Fragment/Blend", "GL_BLEND_DST_ALPHA");
getState(k, &data);
callback->onState(selId, experimentCount, renderId,
k, {state_enum_to_name(data[0])});
}
{
StateKey k("Fragment/Blend", "GL_BLEND_DST_RGB");
getState(k, &data);
callback->onState(selId, experimentCount, renderId,
k, {state_enum_to_name(data[0])});
}
{
StateKey k("Fragment/Blend", "GL_BLEND_COLOR");
getState(k, &data);
std::vector<std::string> color;
floatStrings(data, &color);
callback->onState(selId, experimentCount, renderId, k, color);
}
{
StateKey k("Primitive/Line", "GL_LINE_WIDTH");
getState(k, &data);
std::string value;
floatString(data[0], &value);
callback->onState(selId, experimentCount, renderId, k, {value});
}
{
StateKey k("Primitive/Line", "GL_LINE_SMOOTH");
getState(k, &data);
callback->onState(selId, experimentCount, renderId,
k, {data[0] ? "true" : "false"});
}
{
StateKey k("Fragment/Blend", "GL_BLEND_EQUATION_RGB");
getState(k, &data);
callback->onState(selId, experimentCount, renderId,
k, {state_enum_to_name(data[0])});
}
{
StateKey k("Fragment/Blend", "GL_BLEND_EQUATION_ALPHA");
getState(k, &data);
callback->onState(selId, experimentCount, renderId,
k, {state_enum_to_name(data[0])});
}
{
StateKey k("Framebuffer", "GL_COLOR_CLEAR_VALUE");
getState(k, &data);
std::vector<std::string> color;
floatStrings(data, &color);
callback->onState(selId, experimentCount, renderId, k, color);
}
{
StateKey k("Framebuffer/Mask", "GL_COLOR_WRITEMASK");
getState(k, &data);
callback->onState(selId, experimentCount, renderId, k,
{data[0] ? "true" : "false",
data[1] ? "true" : "false",
data[2] ? "true" : "false",
data[3] ? "true" : "false"});
}
{
StateKey k("Fragment/Depth", "GL_DEPTH_CLEAR_VALUE");
getState(k, &data);
std::string value;
floatString(data[0], &value);
callback->onState(selId, experimentCount, renderId, k, {value});
}
{
StateKey k("Fragment/Depth", "GL_DEPTH_FUNC");
getState(k, &data);
callback->onState(selId, experimentCount, renderId,
k, {state_enum_to_name(data[0])});
}
{
StateKey k("Fragment/Depth", "GL_DEPTH_RANGE");
getState(k, &data);
std::vector<std::string> range;
floatStrings(data, &range);
callback->onState(selId, experimentCount, renderId,
k, range);
}
{
StateKey k("Fragment/Depth", "GL_DEPTH_TEST");
getState(k, &data);
callback->onState(selId, experimentCount, renderId,
k, {data[0] ? "true" : "false"});
}
{
StateKey k("Framebuffer/Mask", "GL_DEPTH_WRITEMASK");
getState(k, &data);
callback->onState(selId, experimentCount, renderId, k,
{data[0] ? "true" : "false"});
}
{
StateKey k("Framebuffer", "GL_DITHER");
getState(k, &data);
callback->onState(selId, experimentCount, renderId, k,
{data[0] ? "true" : "false"});
}
{
StateKey k("Primitive", "GL_FRONT_FACE");
getState(k, &data);
callback->onState(selId, experimentCount, renderId,
k, {state_enum_to_name(data[0])});
}
{
StateKey k("Primitive/Polygon", "GL_POLYGON_OFFSET_FACTOR");
getState(k, &data);
std::string value;
floatString(data[0], &value);
callback->onState(selId, experimentCount, renderId,
k, {value});
}
{
StateKey k("Primitive/Polygon", "GL_POLYGON_OFFSET_FILL");
getState(k, &data);
callback->onState(selId, experimentCount, renderId,
k, {data[0] ? "true" : "false"});
}
{
StateKey k("Primitive/Polygon", "GL_POLYGON_OFFSET_UNITS");
getState(k, &data);
std::string value;
floatString(data[0], &value);
callback->onState(selId, experimentCount, renderId,
k, {value});
}
{
StateKey k("Fragment/Multisample", "GL_SAMPLE_COVERAGE_VALUE");
getState(k, &data);
std::string value;
floatString(data[0], &value);
callback->onState(selId, experimentCount, renderId,
k, {value});
}
{
StateKey k("Fragment/Multisample", "GL_SAMPLE_COVERAGE_INVERT");
getState(k, &data);
callback->onState(selId, experimentCount, renderId,
k, {data[0] ? "true" : "false"});
}
}
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