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//
// Copyright 2019 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//
// FrameCapture.h:
// ANGLE Frame capture interface.
//
#ifndef LIBANGLE_FRAME_CAPTURE_H_
#define LIBANGLE_FRAME_CAPTURE_H_
#include "common/PackedEnums.h"
#include "common/frame_capture_utils.h"
#include "common/system_utils.h"
#include "libANGLE/Context.h"
#include "libANGLE/Thread.h"
#include "libANGLE/angletypes.h"
#include "libANGLE/entry_points_utils.h"
namespace gl
{
enum class BigGLEnum;
enum class GLESEnum;
} // namespace gl
namespace angle
{
// Helper to use unique IDs for each local data variable.
class DataCounters final : angle::NonCopyable
{
public:
DataCounters();
~DataCounters();
int getAndIncrement(EntryPoint entryPoint, const std::string &paramName);
private:
// <CallName, ParamName>
using Counter = std::pair<EntryPoint, std::string>;
std::map<Counter, int> mData;
};
constexpr int kStringsNotFound = -1;
class StringCounters final : angle::NonCopyable
{
public:
StringCounters();
~StringCounters();
int getStringCounter(const std::vector<std::string> &str);
void setStringCounter(const std::vector<std::string> &str, int &counter);
private:
std::map<std::vector<std::string>, int> mStringCounterMap;
};
class DataTracker final : angle::NonCopyable
{
public:
DataTracker();
~DataTracker();
DataCounters &getCounters() { return mCounters; }
StringCounters &getStringCounters() { return mStringCounters; }
private:
DataCounters mCounters;
StringCounters mStringCounters;
};
class ReplayWriter final : angle::NonCopyable
{
public:
ReplayWriter();
~ReplayWriter();
void setSourceFileExtension(const char *ext);
void setSourceFileSizeThreshold(size_t sourceFileSizeThreshold);
void setFilenamePattern(const std::string &pattern);
void setCaptureLabel(const std::string &label);
void setSourcePrologue(const std::string &prologue);
void setHeaderPrologue(const std::string &prologue);
void addPublicFunction(const std::string &functionProto,
const std::stringstream &headerStream,
const std::stringstream &bodyStream);
void addPrivateFunction(const std::string &functionProto,
const std::stringstream &headerStream,
const std::stringstream &bodyStream);
std::string getInlineVariableName(EntryPoint entryPoint, const std::string &paramName);
std::string getInlineStringSetVariableName(EntryPoint entryPoint,
const std::string &paramName,
const std::vector<std::string> &strings,
bool *isNewEntryOut);
void saveFrame();
void saveFrameIfFull();
void saveIndexFilesAndHeader();
void saveSetupFile();
std::vector<std::string> getAndResetWrittenFiles();
private:
static std::string GetVarName(EntryPoint entryPoint, const std::string &paramName, int counter);
void saveHeader();
void writeReplaySource(const std::string &filename);
void addWrittenFile(const std::string &filename);
size_t getStoredReplaySourceSize() const;
std::string mSourceFileExtension;
size_t mSourceFileSizeThreshold;
size_t mFrameIndex;
DataTracker mDataTracker;
std::string mFilenamePattern;
std::string mCaptureLabel;
std::string mSourcePrologue;
std::string mHeaderPrologue;
std::vector<std::string> mReplayHeaders;
std::vector<std::string> mGlobalVariableDeclarations;
std::vector<std::string> mPublicFunctionPrototypes;
std::vector<std::string> mPublicFunctions;
std::vector<std::string> mPrivateFunctionPrototypes;
std::vector<std::string> mPrivateFunctions;
std::vector<std::string> mWrittenFiles;
};
using BufferCalls = std::map<GLuint, std::vector<CallCapture>>;
// true means mapped, false means unmapped
using BufferMapStatusMap = std::map<GLuint, bool>;
using FenceSyncSet = std::set<GLsync>;
using FenceSyncCalls = std::map<GLsync, std::vector<CallCapture>>;
// For default uniforms, we need to track which ones are dirty, and the series of calls to reset.
// Each program has unique default uniforms, and each uniform has one or more locations in the
// default buffer. For reset efficiency, we track only the uniforms dirty by location, per program.
// A set of all default uniforms (per program) that were modified during the run
using DefaultUniformLocationsSet = std::set<gl::UniformLocation>;
using DefaultUniformLocationsPerProgramMap =
std::map<gl::ShaderProgramID, DefaultUniformLocationsSet>;
// A map of programs which maps to locations and their reset calls
using DefaultUniformCallsPerLocationMap = std::map<gl::UniformLocation, std::vector<CallCapture>>;
using DefaultUniformCallsPerProgramMap =
std::map<gl::ShaderProgramID, DefaultUniformCallsPerLocationMap>;
using DefaultUniformBaseLocationMap =
std::map<std::pair<gl::ShaderProgramID, gl::UniformLocation>, gl::UniformLocation>;
using ResourceSet = std::set<GLuint>;
using ResourceCalls = std::map<GLuint, std::vector<CallCapture>>;
class TrackedResource final : angle::NonCopyable
{
public:
TrackedResource();
~TrackedResource();
const ResourceSet &getStartingResources() const { return mStartingResources; }
ResourceSet &getStartingResources() { return mStartingResources; }
const ResourceSet &getNewResources() const { return mNewResources; }
ResourceSet &getNewResources() { return mNewResources; }
const ResourceSet &getResourcesToDelete() const { return mResourcesToDelete; }
ResourceSet &getResourcesToDelete() { return mResourcesToDelete; }
const ResourceSet &getResourcesToRegen() const { return mResourcesToRegen; }
ResourceSet &getResourcesToRegen() { return mResourcesToRegen; }
const ResourceSet &getResourcesToRestore() const { return mResourcesToRestore; }
ResourceSet &getResourcesToRestore() { return mResourcesToRestore; }
void setGennedResource(GLuint id);
void setDeletedResource(GLuint id);
void setModifiedResource(GLuint id);
bool resourceIsGenerated(GLuint id);
ResourceCalls &getResourceRegenCalls() { return mResourceRegenCalls; }
ResourceCalls &getResourceRestoreCalls() { return mResourceRestoreCalls; }
private:
// Resource regen calls will gen a resource
ResourceCalls mResourceRegenCalls;
// Resource restore calls will restore the contents of a resource
ResourceCalls mResourceRestoreCalls;
// Resources created during startup
ResourceSet mStartingResources;
// Resources created during the run that need to be deleted
ResourceSet mNewResources;
// Resources recreated during the run that need to be deleted
ResourceSet mResourcesToDelete;
// Resources deleted during the run that need to be recreated
ResourceSet mResourcesToRegen;
// Resources modified during the run that need to be restored
ResourceSet mResourcesToRestore;
};
using TrackedResourceArray =
std::array<TrackedResource, static_cast<uint32_t>(ResourceIDType::EnumCount)>;
enum class ShaderProgramType
{
ShaderType,
ProgramType
};
// Helper to track resource changes during the capture
class ResourceTracker final : angle::NonCopyable
{
public:
ResourceTracker();
~ResourceTracker();
BufferCalls &getBufferMapCalls() { return mBufferMapCalls; }
BufferCalls &getBufferUnmapCalls() { return mBufferUnmapCalls; }
std::vector<CallCapture> &getBufferBindingCalls() { return mBufferBindingCalls; }
void setBufferMapped(gl::ContextID contextID, GLuint id);
void setBufferUnmapped(gl::ContextID contextID, GLuint id);
bool getStartingBuffersMappedCurrent(GLuint id) const;
bool getStartingBuffersMappedInitial(GLuint id) const;
void setStartingBufferMapped(GLuint id, bool mapped)
{
// Track the current state (which will change throughout the trace)
mStartingBuffersMappedCurrent[id] = mapped;
// And the initial state, to compare during frame loop reset
mStartingBuffersMappedInitial[id] = mapped;
}
void onShaderProgramAccess(gl::ShaderProgramID shaderProgramID);
uint32_t getMaxShaderPrograms() const { return mMaxShaderPrograms; }
FenceSyncSet &getStartingFenceSyncs() { return mStartingFenceSyncs; }
FenceSyncCalls &getFenceSyncRegenCalls() { return mFenceSyncRegenCalls; }
FenceSyncSet &getFenceSyncsToRegen() { return mFenceSyncsToRegen; }
void setDeletedFenceSync(GLsync sync);
DefaultUniformLocationsPerProgramMap &getDefaultUniformsToReset()
{
return mDefaultUniformsToReset;
}
DefaultUniformCallsPerLocationMap &getDefaultUniformResetCalls(gl::ShaderProgramID id)
{
return mDefaultUniformResetCalls[id];
}
void setModifiedDefaultUniform(gl::ShaderProgramID programID, gl::UniformLocation location);
void setDefaultUniformBaseLocation(gl::ShaderProgramID programID,
gl::UniformLocation location,
gl::UniformLocation baseLocation);
gl::UniformLocation getDefaultUniformBaseLocation(gl::ShaderProgramID programID,
gl::UniformLocation location)
{
ASSERT(mDefaultUniformBaseLocations.find({programID, location}) !=
mDefaultUniformBaseLocations.end());
return mDefaultUniformBaseLocations[{programID, location}];
}
TrackedResource &getTrackedResource(gl::ContextID contextID, ResourceIDType type);
void getContextIDs(std::set<gl::ContextID> &idsOut);
std::map<EGLImage, egl::AttributeMap> &getImageToAttribTable() { return mMatchImageToAttribs; }
std::map<GLuint, egl::ImageID> &getTextureIDToImageTable() { return mMatchTextureIDToImage; }
void setShaderProgramType(gl::ShaderProgramID id, angle::ShaderProgramType type)
{
mShaderProgramType[id] = type;
}
ShaderProgramType getShaderProgramType(gl::ShaderProgramID id)
{
ASSERT(mShaderProgramType.find(id) != mShaderProgramType.end());
return mShaderProgramType[id];
}
private:
// Buffer map calls will map a buffer with correct offset, length, and access flags
BufferCalls mBufferMapCalls;
// Buffer unmap calls will bind and unmap a given buffer
BufferCalls mBufferUnmapCalls;
// Buffer binding calls to restore bindings recorded during MEC
std::vector<CallCapture> mBufferBindingCalls;
// Whether a given buffer was mapped at the start of the trace
BufferMapStatusMap mStartingBuffersMappedInitial;
// The status of buffer mapping throughout the trace, modified with each Map/Unmap call
BufferMapStatusMap mStartingBuffersMappedCurrent;
// Maximum accessed shader program ID.
uint32_t mMaxShaderPrograms = 0;
// Fence sync objects created during MEC setup
FenceSyncSet mStartingFenceSyncs;
// Fence sync regen calls will create a fence sync objects
FenceSyncCalls mFenceSyncRegenCalls;
// Fence syncs to regen are a list of starting fence sync objects that were deleted and need to
// be regen'ed.
FenceSyncSet mFenceSyncsToRegen;
// Default uniforms that were modified during the run
DefaultUniformLocationsPerProgramMap mDefaultUniformsToReset;
// Calls per default uniform to return to original state
DefaultUniformCallsPerProgramMap mDefaultUniformResetCalls;
// Base location of arrayed uniforms
DefaultUniformBaseLocationMap mDefaultUniformBaseLocations;
// Tracked resources per context
TrackedResourceArray mTrackedResourcesShared;
std::map<gl::ContextID, TrackedResourceArray> mTrackedResourcesPerContext;
std::map<EGLImage, egl::AttributeMap> mMatchImageToAttribs;
std::map<GLuint, egl::ImageID> mMatchTextureIDToImage;
std::map<gl::ShaderProgramID, ShaderProgramType> mShaderProgramType;
};
// Used by the CPP replay to filter out unnecessary code.
using HasResourceTypeMap = angle::PackedEnumBitSet<ResourceIDType>;
// Map of ResourceType to IDs and range of setup calls
using ResourceIDToSetupCallsMap =
PackedEnumMap<ResourceIDType, std::map<GLuint, gl::Range<size_t>>>;
// Map of buffer ID to offset and size used when mapped
using BufferDataMap = std::map<gl::BufferID, std::pair<GLintptr, GLsizeiptr>>;
// A dictionary of sources indexed by shader type.
using ProgramSources = gl::ShaderMap<std::string>;
// Maps from IDs to sources.
using ShaderSourceMap = std::map<gl::ShaderProgramID, std::string>;
using ProgramSourceMap = std::map<gl::ShaderProgramID, ProgramSources>;
// Map from textureID to level and data
using TextureLevels = std::map<GLint, std::vector<uint8_t>>;
using TextureLevelDataMap = std::map<gl::TextureID, TextureLevels>;
struct SurfaceParams
{
gl::Extents extents;
egl::ColorSpace colorSpace;
};
// Map from ContextID to SurfaceParams
using SurfaceParamsMap = std::map<gl::ContextID, SurfaceParams>;
using CallVector = std::vector<std::vector<CallCapture> *>;
// A map from API entry point to calls
using CallResetMap = std::map<angle::EntryPoint, std::vector<CallCapture>>;
// StateResetHelper provides a simple way to track whether an entry point has been called during the
// trace, along with the reset calls to get it back to starting state. This is useful for things
// that are one dimensional, like context bindings or context state.
class StateResetHelper final : angle::NonCopyable
{
public:
StateResetHelper();
~StateResetHelper();
const std::set<angle::EntryPoint> &getDirtyEntryPoints() const { return mDirtyEntryPoints; }
void setEntryPointDirty(EntryPoint entryPoint) { mDirtyEntryPoints.insert(entryPoint); }
CallResetMap &getResetCalls() { return mResetCalls; }
const CallResetMap &getResetCalls() const { return mResetCalls; }
void setDefaultResetCalls(const gl::Context *context, angle::EntryPoint);
private:
// Dirty state per entry point
std::set<angle::EntryPoint> mDirtyEntryPoints;
// Reset calls per API entry point
CallResetMap mResetCalls;
};
class FrameCapture final : angle::NonCopyable
{
public:
FrameCapture();
~FrameCapture();
std::vector<CallCapture> &getSetupCalls() { return mSetupCalls; }
void clearSetupCalls() { mSetupCalls.clear(); }
StateResetHelper &getStateResetHelper() { return mStateResetHelper; }
void reset();
private:
std::vector<CallCapture> mSetupCalls;
StateResetHelper mStateResetHelper;
};
// Page range inside a coherent buffer
struct PageRange
{
PageRange(size_t start, size_t end);
~PageRange();
// Relative start page
size_t start;
// First page after the relative end
size_t end;
};
// Memory address range defined by start and size
struct AddressRange
{
AddressRange();
AddressRange(uintptr_t start, size_t size);
~AddressRange();
uintptr_t end();
uintptr_t start;
size_t size;
};
// Used to handle protection of buffers that overlap in pages.
enum class PageSharingType
{
NoneShared,
FirstShared,
LastShared,
FirstAndLastShared
};
class CoherentBuffer
{
public:
CoherentBuffer(uintptr_t start, size_t size, size_t pageSize, bool useShadowMemory);
~CoherentBuffer();
// Sets the a range in the buffer clean and protects a selected range
void protectPageRange(const PageRange &pageRange);
// Sets all pages to clean and enables protection
void protectAll();
// Sets a page dirty state and sets it's protection
void setDirty(size_t relativePage, bool dirty);
// Shadow memory synchronization
void updateBufferMemory();
void updateShadowMemory();
// Removes protection
void removeProtection(PageSharingType sharingType);
bool contains(size_t page, size_t *relativePage);
bool isDirty();
// Returns dirty page ranges
std::vector<PageRange> getDirtyPageRanges();
// Calculates address range from page range
AddressRange getDirtyAddressRange(const PageRange &dirtyPageRange);
AddressRange getRange();
void markShadowDirty() { mShadowDirty = true; }
bool isShadowDirty() { return mShadowDirty; }
private:
// Actual buffer start and size
AddressRange mRange;
// Start and size of page aligned protected area
AddressRange mProtectionRange;
// Start and end of protection in relative pages, calculated from mProtectionRange.
size_t mProtectionStartPage;
size_t mProtectionEndPage;
size_t mPageCount;
size_t mPageSize;
// Clean pages are protected
std::vector<bool> mDirtyPages;
// shadow memory releated fields
bool mShadowMemoryEnabled;
uintptr_t mBufferStart;
void *mShadowMemory;
bool mShadowDirty;
};
class CoherentBufferTracker final : angle::NonCopyable
{
public:
CoherentBufferTracker();
~CoherentBufferTracker();
bool isDirty(gl::BufferID id);
uintptr_t addBuffer(gl::BufferID id, uintptr_t start, size_t size);
void removeBuffer(gl::BufferID id);
void disable();
void enable();
void onEndFrame();
bool haveBuffer(gl::BufferID id);
bool isShadowMemoryEnabled() { return mShadowMemoryEnabled; }
void enableShadowMemory() { mShadowMemoryEnabled = true; }
void maybeUpdateShadowMemory();
void markAllShadowDirty();
// Determine whether memory protection can be used directly on graphics memory
bool canProtectDirectly(gl::Context *context);
private:
// Detect overlapping pages when removing protection
PageSharingType doesBufferSharePage(gl::BufferID id);
// Returns a map to found buffers and the corresponding pages for a given address.
// For addresses that are in a page shared by 2 buffers, 2 results are returned.
HashMap<std::shared_ptr<CoherentBuffer>, size_t> getBufferPagesForAddress(uintptr_t address);
PageFaultHandlerRangeType handleWrite(uintptr_t address);
public:
std::mutex mMutex;
HashMap<GLuint, std::shared_ptr<CoherentBuffer>> mBuffers;
private:
bool mEnabled;
std::unique_ptr<PageFaultHandler> mPageFaultHandler;
size_t mPageSize;
bool mShadowMemoryEnabled;
};
// Shared class for any items that need to be tracked by FrameCapture across shared contexts
class FrameCaptureShared final : angle::NonCopyable
{
public:
FrameCaptureShared();
~FrameCaptureShared();
void captureCall(gl::Context *context, CallCapture &&call, bool isCallValid);
void checkForCaptureTrigger();
void onEndFrame(gl::Context *context);
void onDestroyContext(const gl::Context *context);
void onMakeCurrent(const gl::Context *context, const egl::Surface *drawSurface);
bool enabled() const { return mEnabled; }
bool isCapturing() const;
uint32_t getFrameCount() const;
// Returns a frame index starting from "1" as the first frame.
uint32_t getReplayFrameIndex() const;
void trackBufferMapping(const gl::Context *context,
CallCapture *call,
gl::BufferID id,
gl::Buffer *buffer,
GLintptr offset,
GLsizeiptr length,
bool writable,
bool coherent);
void trackTextureUpdate(const gl::Context *context, const CallCapture &call);
void trackDefaultUniformUpdate(const gl::Context *context, const CallCapture &call);
void trackVertexArrayUpdate(const gl::Context *context, const CallCapture &call);
const std::string &getShaderSource(gl::ShaderProgramID id) const;
void setShaderSource(gl::ShaderProgramID id, std::string sources);
const ProgramSources &getProgramSources(gl::ShaderProgramID id) const;
void setProgramSources(gl::ShaderProgramID id, ProgramSources sources);
// Load data from a previously stored texture level
const std::vector<uint8_t> &retrieveCachedTextureLevel(gl::TextureID id,
gl::TextureTarget target,
GLint level);
// Create new texture level data and copy the source into it
void copyCachedTextureLevel(const gl::Context *context,
gl::TextureID srcID,
GLint srcLevel,
gl::TextureID dstID,
GLint dstLevel,
const CallCapture &call);
// Create the location that should be used to cache texture level data
std::vector<uint8_t> &getCachedTextureLevelData(gl::Texture *texture,
gl::TextureTarget target,
GLint level,
EntryPoint entryPoint);
// Capture coherent buffer storages
void captureCoherentBufferSnapshot(const gl::Context *context, gl::BufferID bufferID);
// Remove any cached texture levels on deletion
void deleteCachedTextureLevelData(gl::TextureID id);
void eraseBufferDataMapEntry(const gl::BufferID bufferId)
{
const auto &bufferDataInfo = mBufferDataMap.find(bufferId);
if (bufferDataInfo != mBufferDataMap.end())
{
mBufferDataMap.erase(bufferDataInfo);
}
}
bool hasBufferData(gl::BufferID bufferID)
{
const auto &bufferDataInfo = mBufferDataMap.find(bufferID);
if (bufferDataInfo != mBufferDataMap.end())
{
return true;
}
return false;
}
std::pair<GLintptr, GLsizeiptr> getBufferDataOffsetAndLength(gl::BufferID bufferID)
{
const auto &bufferDataInfo = mBufferDataMap.find(bufferID);
ASSERT(bufferDataInfo != mBufferDataMap.end());
return bufferDataInfo->second;
}
void setCaptureActive() { mCaptureActive = true; }
void setCaptureInactive() { mCaptureActive = false; }
bool isCaptureActive() { return mCaptureActive; }
bool usesMidExecutionCapture() { return mCaptureStartFrame > 1; }
gl::ContextID getWindowSurfaceContextID() const { return mWindowSurfaceContextID; }
void markResourceSetupCallsInactive(std::vector<CallCapture> *setupCalls,
ResourceIDType type,
GLuint id,
gl::Range<size_t> range);
void updateReadBufferSize(size_t readBufferSize)
{
mReadBufferSize = std::max(mReadBufferSize, readBufferSize);
}
template <typename ResourceType>
void handleGennedResource(const gl::Context *context, ResourceType resourceID)
{
if (isCaptureActive())
{
ResourceIDType idType = GetResourceIDTypeFromType<ResourceType>::IDType;
TrackedResource &tracker = mResourceTracker.getTrackedResource(context->id(), idType);
tracker.setGennedResource(resourceID.value);
}
}
template <typename ResourceType>
bool resourceIsGenerated(const gl::Context *context, ResourceType resourceID)
{
ResourceIDType idType = GetResourceIDTypeFromType<ResourceType>::IDType;
TrackedResource &tracker = mResourceTracker.getTrackedResource(context->id(), idType);
return tracker.resourceIsGenerated(resourceID.value);
}
template <typename ResourceType>
void handleDeletedResource(const gl::Context *context, ResourceType resourceID)
{
if (isCaptureActive())
{
ResourceIDType idType = GetResourceIDTypeFromType<ResourceType>::IDType;
TrackedResource &tracker = mResourceTracker.getTrackedResource(context->id(), idType);
tracker.setDeletedResource(resourceID.value);
}
}
void *maybeGetShadowMemoryPointer(gl::Buffer *buffer, GLsizeiptr length, GLbitfield access);
void determineMemoryProtectionSupport(gl::Context *context);
private:
void writeJSON(const gl::Context *context);
void writeCppReplayIndexFiles(const gl::Context *context, bool writeResetContextCall);
void writeMainContextCppReplay(const gl::Context *context,
const std::vector<CallCapture> &setupCalls,
StateResetHelper &StateResetHelper);
void captureClientArraySnapshot(const gl::Context *context,
size_t vertexCount,
size_t instanceCount);
void captureMappedBufferSnapshot(const gl::Context *context, const CallCapture &call);
void copyCompressedTextureData(const gl::Context *context, const CallCapture &call);
void captureCompressedTextureData(const gl::Context *context, const CallCapture &call);
void reset();
void maybeOverrideEntryPoint(const gl::Context *context,
CallCapture &call,
std::vector<CallCapture> &newCalls);
void maybeCapturePreCallUpdates(const gl::Context *context,
CallCapture &call,
std::vector<CallCapture> *shareGroupSetupCalls,
ResourceIDToSetupCallsMap *resourceIDToSetupCalls);
template <typename ParamValueType>
void maybeGenResourceOnBind(const gl::Context *context, CallCapture &call);
void maybeCapturePostCallUpdates(const gl::Context *context);
void maybeCaptureDrawArraysClientData(const gl::Context *context,
CallCapture &call,
size_t instanceCount);
void maybeCaptureDrawElementsClientData(const gl::Context *context,
CallCapture &call,
size_t instanceCount);
void maybeCaptureCoherentBuffers(const gl::Context *context);
void captureCustomMapBufferFromContext(const gl::Context *context,
const char *entryPointName,
CallCapture &call,
std::vector<CallCapture> &callsOut);
void updateCopyImageSubData(CallCapture &call);
void overrideProgramBinary(const gl::Context *context,
CallCapture &call,
std::vector<CallCapture> &outCalls);
void updateResourceCountsFromParamCapture(const ParamCapture &param, ResourceIDType idType);
void updateResourceCountsFromCallCapture(const CallCapture &call);
void runMidExecutionCapture(gl::Context *context);
void scanSetupCalls(std::vector<CallCapture> &setupCalls);
std::vector<CallCapture> mFrameCalls;
gl::ContextID mLastContextId;
// We save one large buffer of binary data for the whole CPP replay.
// This simplifies a lot of file management.
std::vector<uint8_t> mBinaryData;
bool mEnabled;
bool mSerializeStateEnabled;
std::string mOutDirectory;
std::string mCaptureLabel;
bool mCompression;
gl::AttribArray<int> mClientVertexArrayMap;
uint32_t mFrameIndex;
uint32_t mCaptureStartFrame;
uint32_t mCaptureEndFrame;
bool mIsFirstFrame = true;
bool mWroteIndexFile = false;
SurfaceParamsMap mDrawSurfaceParams;
gl::AttribArray<size_t> mClientArraySizes;
size_t mReadBufferSize;
HasResourceTypeMap mHasResourceType;
ResourceIDToSetupCallsMap mResourceIDToSetupCalls;
BufferDataMap mBufferDataMap;
bool mValidateSerializedState = false;
std::string mValidationExpression;
bool mTrimEnabled = true;
PackedEnumMap<ResourceIDType, uint32_t> mMaxAccessedResourceIDs;
CoherentBufferTracker mCoherentBufferTracker;
ResourceTracker mResourceTracker;
ReplayWriter mReplayWriter;
// If you don't know which frame you want to start capturing at, use the capture trigger.
// Initialize it to the number of frames you want to capture, and then clear the value to 0 when
// you reach the content you want to capture. Currently only available on Android.
uint32_t mCaptureTrigger;
bool mCaptureActive;
std::vector<uint32_t> mActiveFrameIndices;
// Cache most recently compiled and linked sources.
ShaderSourceMap mCachedShaderSource;
ProgramSourceMap mCachedProgramSources;
gl::ContextID mWindowSurfaceContextID;
std::vector<CallCapture> mShareGroupSetupCalls;
// Track which Contexts were created and made current at least once before MEC,
// requiring setup for replay
std::unordered_set<GLuint> mActiveSecondaryContexts;
};
template <typename CaptureFuncT, typename... ArgsT>
void CaptureGLCallToFrameCapture(CaptureFuncT captureFunc,
bool isCallValid,
gl::Context *context,
ArgsT... captureParams)
{
FrameCaptureShared *frameCaptureShared = context->getShareGroup()->getFrameCaptureShared();
if (!frameCaptureShared->isCapturing())
{
return;
}
CallCapture call = captureFunc(context->getState(), isCallValid, captureParams...);
frameCaptureShared->captureCall(context, std::move(call), isCallValid);
}
template <typename CaptureFuncT, typename... ArgsT>
void CaptureEGLCallToFrameCapture(CaptureFuncT captureFunc,
bool isCallValid,
egl::Thread *thread,
ArgsT... captureParams)
{
gl::Context *context = thread->getContext();
if (!context)
{
return;
}
angle::FrameCaptureShared *frameCaptureShared =
context->getShareGroup()->getFrameCaptureShared();
if (!frameCaptureShared->isCapturing())
{
return;
}
angle::CallCapture call = captureFunc(thread, isCallValid, captureParams...);
frameCaptureShared->captureCall(context, std::move(call), true);
}
// Pointer capture helpers.
void CaptureMemory(const void *source, size_t size, ParamCapture *paramCapture);
void CaptureString(const GLchar *str, ParamCapture *paramCapture);
void CaptureStringLimit(const GLchar *str, uint32_t limit, ParamCapture *paramCapture);
void CaptureVertexPointerGLES1(const gl::State &glState,
gl::ClientVertexArrayType type,
const void *pointer,
ParamCapture *paramCapture);
gl::Program *GetProgramForCapture(const gl::State &glState, gl::ShaderProgramID handle);
// For GetIntegerv, GetFloatv, etc.
void CaptureGetParameter(const gl::State &glState,
GLenum pname,
size_t typeSize,
ParamCapture *paramCapture);
void CaptureGetActiveUniformBlockivParameters(const gl::State &glState,
gl::ShaderProgramID handle,
gl::UniformBlockIndex uniformBlockIndex,
GLenum pname,
ParamCapture *paramCapture);
template <typename T>
void CaptureClearBufferValue(GLenum buffer, const T *value, ParamCapture *paramCapture)
{
// Per the spec, color buffers have a vec4, the rest a single value
uint32_t valueSize = (buffer == GL_COLOR) ? 4 : 1;
CaptureMemory(value, valueSize * sizeof(T), paramCapture);
}
void CaptureGenHandlesImpl(GLsizei n, GLuint *handles, ParamCapture *paramCapture);
template <typename T>
void CaptureGenHandles(GLsizei n, T *handles, ParamCapture *paramCapture)
{
paramCapture->dataNElements = n;
CaptureGenHandlesImpl(n, reinterpret_cast<GLuint *>(handles), paramCapture);
}
template <typename T>
void CaptureArray(T *elements, GLsizei n, ParamCapture *paramCapture)
{
paramCapture->dataNElements = n;
CaptureMemory(elements, n * sizeof(T), paramCapture);
}
void CaptureShaderStrings(GLsizei count,
const GLchar *const *strings,
const GLint *length,
ParamCapture *paramCapture);
} // namespace angle
template <typename T>
void CaptureTextureAndSamplerParameter_params(GLenum pname,
const T *param,
angle::ParamCapture *paramCapture)
{
if (pname == GL_TEXTURE_BORDER_COLOR || pname == GL_TEXTURE_CROP_RECT_OES)
{
CaptureMemory(param, sizeof(T) * 4, paramCapture);
}
else
{
CaptureMemory(param, sizeof(T), paramCapture);
}
}
namespace egl
{
angle::ParamCapture CaptureAttributeMap(const egl::AttributeMap &attribMap);
} // namespace egl
#endif // LIBANGLE_FRAME_CAPTURE_H_