diff options
| author | Tobin Ehlis <tobin@lunarg.com> | 2014-10-24 12:01:45 -0600 |
|---|---|---|
| committer | Courtney Goeltzenleuchter <courtney@LunarG.com> | 2014-10-29 18:02:03 -0600 |
| commit | 245812a477a7173270a0e6b270591c06587fc95b (patch) | |
| tree | 2ab067adaaf26f63883616d2a30154100653b4e9 | |
| parent | c1fa206456f29a31532fad6dc5d13ed7c28e0285 (diff) | |
| download | usermoji-245812a477a7173270a0e6b270591c06587fc95b.tar.xz | |
Initial version of draw state layer
Prints out Descriptor Set state at the time of Draw.
| -rw-r--r-- | layers/CMakeLists.txt | 1 | ||||
| -rw-r--r-- | layers/draw_state.c | 1642 |
2 files changed, 1643 insertions, 0 deletions
diff --git a/layers/CMakeLists.txt b/layers/CMakeLists.txt index be05b584..5f5e9595 100644 --- a/layers/CMakeLists.txt +++ b/layers/CMakeLists.txt @@ -13,4 +13,5 @@ add_library (XGLLayerBasic SHARED basic_plugin.c) add_library (XGLLayerGeneric SHARED generic_layer.c) add_library (XGLLayerObjectTrack SHARED object_track.c) add_library (XGLLayerAPIDump SHARED api_dump.c) +add_library (XGLLayerDrawState SHARED draw_state.c) diff --git a/layers/draw_state.c b/layers/draw_state.c new file mode 100644 index 00000000..cad209e8 --- /dev/null +++ b/layers/draw_state.c @@ -0,0 +1,1642 @@ +/* THIS FILE IS GENERATED. DO NOT EDIT. */ + +/* + * XGL + * + * Copyright (C) 2014 LunarG, Inc. + * + * 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 <stdio.h> +#include <stdlib.h> +#include <string.h> +#include <assert.h> +#include <pthread.h> +#include "xglLayer.h" +//#include "xgl_struct_wrappers.h" + +static XGL_LAYER_DISPATCH_TABLE nextTable; +static XGL_BASE_LAYER_OBJECT *pCurObj; +static pthread_once_t tabOnce = PTHREAD_ONCE_INIT; + +// Block of code at start here for managing/tracking Pipeline state that this layer cares about +// Just track 2 shaders for now +#define VS 0 +#define FS 1 +#define MAX_SLOTS 2048 +typedef struct _SHADER_DS_MAPPING { + XGL_UINT slotCount; + XGL_DESCRIPTOR_SLOT_INFO* pShaderMappingSlot; +} SHADER_DS_MAPPING; + +typedef struct _PIPELINE_NODE { + XGL_PIPELINE pipeline; + struct _PIPELINE_NODE* pNext; + SHADER_DS_MAPPING dsMapping[2][XGL_MAX_DESCRIPTOR_SETS]; +} PIPELINE_NODE; + +typedef struct _PIPELINE_LL_HEADER { + XGL_STRUCTURE_TYPE sType; + const XGL_VOID* pNext; +} PIPELINE_LL_HEADER; + +static PIPELINE_NODE *pPipelineHead = NULL; +static XGL_PIPELINE lastBoundPipeline = NULL; + +static PIPELINE_NODE *getPipeline(XGL_PIPELINE pipeline) +{ + PIPELINE_NODE *pTrav = pPipelineHead; + while (pTrav) { + if (pTrav->pipeline == pipeline) + return pTrav; + pTrav = pTrav->pNext; + } + return NULL; +} + +// Init the pipeline mapping info based on pipeline create info LL tree +static void initPipeline(PIPELINE_NODE *pPipeline, const XGL_GRAPHICS_PIPELINE_CREATE_INFO* pCreateInfo) +{ + PIPELINE_LL_HEADER *pTrav = (PIPELINE_LL_HEADER*)pCreateInfo->pNext; + while (pTrav) { + if (XGL_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO == pTrav->sType) { + XGL_PIPELINE_SHADER_STAGE_CREATE_INFO* pSSCI = (XGL_PIPELINE_SHADER_STAGE_CREATE_INFO*)pTrav; + if (XGL_SHADER_STAGE_VERTEX == pSSCI->shader.stage) { + for (uint32_t i = 0; i < XGL_MAX_DESCRIPTOR_SETS; i++) { + if (pSSCI->shader.descriptorSetMapping[i].descriptorCount > MAX_SLOTS) { + printf("DS ERROR: descriptorCount for Vertex Shader exceeds 2048 (%u), is this correct? Changing to 0\n", pSSCI->shader.descriptorSetMapping[i].descriptorCount); + pSSCI->shader.descriptorSetMapping[i].descriptorCount = 0; + } + pPipeline->dsMapping[0][i].slotCount = pSSCI->shader.descriptorSetMapping[i].descriptorCount; + // Deep copy DS Slot array + pPipeline->dsMapping[0][i].pShaderMappingSlot = (XGL_DESCRIPTOR_SLOT_INFO*)malloc(sizeof(XGL_DESCRIPTOR_SLOT_INFO)*pPipeline->dsMapping[0][i].slotCount); + memcpy(&pPipeline->dsMapping[0][i].pShaderMappingSlot, &pSSCI->shader.descriptorSetMapping[i].pDescriptorInfo, sizeof(XGL_DESCRIPTOR_SLOT_INFO)*pPipeline->dsMapping[0][i].slotCount); + } + } + else if (XGL_SHADER_STAGE_FRAGMENT == pSSCI->shader.stage) { + for (uint32_t i = 0; i < XGL_MAX_DESCRIPTOR_SETS; i++) { + if (pSSCI->shader.descriptorSetMapping[i].descriptorCount > MAX_SLOTS) { + printf("DS ERROR: descriptorCount for Frag Shader exceeds 2048 (%u), is this correct? Changing to 0\n", pSSCI->shader.descriptorSetMapping[i].descriptorCount); + pSSCI->shader.descriptorSetMapping[i].descriptorCount = 0; + } + pPipeline->dsMapping[1][i].slotCount = pSSCI->shader.descriptorSetMapping[i].descriptorCount; + // Deep copy DS Slot array + pPipeline->dsMapping[1][i].pShaderMappingSlot = (XGL_DESCRIPTOR_SLOT_INFO*)malloc(sizeof(XGL_DESCRIPTOR_SLOT_INFO)*pPipeline->dsMapping[1][i].slotCount); + memcpy(&pPipeline->dsMapping[1][i].pShaderMappingSlot, &pSSCI->shader.descriptorSetMapping[i].pDescriptorInfo, sizeof(XGL_DESCRIPTOR_SLOT_INFO)*pPipeline->dsMapping[1][i].slotCount); + } + } + } + pTrav = pTrav->pNext; + } +} + +// Block of code at start here specifically for managing/tracking DSs +#define MAPPING_MEMORY 0x00000001 +#define MAPPING_IMAGE 0x00000002 +#define MAPPING_SAMPLER 0x00000004 +#define MAPPING_DS 0x00000008 + +typedef struct _DS_SLOT { + XGL_UINT slot; + XGL_DESCRIPTOR_SLOT_INFO shaderSlotInfo[2]; + // Only 1 of 4 possible slot mappings active + XGL_UINT activeMapping; + XGL_UINT mappingMask; // store record of different mappings used + XGL_MEMORY_VIEW_ATTACH_INFO memView; + XGL_IMAGE_VIEW_ATTACH_INFO imageView; + XGL_SAMPLER sampler; +} DS_SLOT; + +// Top-level node that points to start of DS +typedef struct _DS_LL_HEAD { + XGL_DESCRIPTOR_SET dsID; + XGL_UINT numSlots; + struct _DS_LL_HEAD *pNextDS; + DS_SLOT *dsSlot; // Dynamically allocated array of DS_SLOTs + XGL_BOOL updateActive; // Track if DS is in an update block +} DS_LL_HEAD; + +// ptr to HEAD of LL of DSs +static DS_LL_HEAD *pDSHead = NULL; +// Last DS that was bound +static XGL_DESCRIPTOR_SET lastBoundDS[XGL_MAX_DESCRIPTOR_SETS] = {NULL, NULL}; + +// Return DS Head ptr for specified ds or else NULL +static DS_LL_HEAD* getDS(XGL_DESCRIPTOR_SET ds) +{ + DS_LL_HEAD *pTrav = pDSHead; + while (pTrav) { + if (pTrav->dsID == ds) + return pTrav; + pTrav = pTrav->pNextDS; + } + return NULL; +} + +// Initialize a DS where all slots are UNUSED for all shaders +static void initDS(DS_LL_HEAD *pDS) +{ + for (uint32_t i = 0; i < pDS->numSlots; i++) { + memset((void*)&pDS->dsSlot[i], 0, sizeof(DS_SLOT)); + pDS->dsSlot[i].slot = i; + } +} + +// Return XGL_TRUE if DS Exists and is within an xglBeginDescriptorSetUpdate() call sequence, otherwise XGL_FALSE +static XGL_BOOL dsUpdate(XGL_DESCRIPTOR_SET ds) +{ + DS_LL_HEAD *pTrav = getDS(ds); + if (pTrav) + return pTrav->updateActive; + return XGL_FALSE; +} + +// Clear specified slotCount DS Slots starting at startSlot +// Return XGL_TRUE if DS is within a xglBeginDescriptorSetUpdate() call sequence, otherwise XGL_FALSE +static XGL_BOOL clearDS(XGL_DESCRIPTOR_SET descriptorSet, XGL_UINT startSlot, XGL_UINT slotCount) +{ + DS_LL_HEAD *pTrav = getDS(descriptorSet); + if (!pTrav || ((startSlot + slotCount) > pTrav->numSlots)) { + // TODO : Log more meaningful error here + return XGL_FALSE; + } + for (uint32_t i = startSlot; i < slotCount; i++) { + memset((void*)&pTrav->dsSlot[i], 0, sizeof(DS_SLOT)); + } + return XGL_TRUE; +} + +static void dsSetMapping(DS_SLOT* pSlot, XGL_UINT mapping) +{ + pSlot->mappingMask |= mapping; + pSlot->activeMapping &= mapping; +} + +static void noteSlotMapping(XGL_UINT32 mapping) +{ + if (MAPPING_MEMORY & mapping) + printf("\tMemory View previously mapped\n"); + if (MAPPING_IMAGE & mapping) + printf("\tImage View previously mapped\n"); + if (MAPPING_SAMPLER & mapping) + printf("\tSampler previously mapped\n"); + if (MAPPING_DS & mapping) + printf("\tDESCRIPTOR SET ptr previously mapped\n"); +} + +static void dsSetMemMapping(DS_SLOT* pSlot, const XGL_MEMORY_VIEW_ATTACH_INFO* pMemView) +{ + if (pSlot->mappingMask) { + printf("DS INFO : While mapping Memory View to slot %u previous Mapping(s) identified:\n", pSlot->slot); + noteSlotMapping(pSlot->mappingMask); + } + memcpy(&pSlot->memView, pMemView, sizeof(XGL_MEMORY_VIEW_ATTACH_INFO)); + dsSetMapping(pSlot, MAPPING_MEMORY); +} + +static XGL_BOOL dsMemMapping(XGL_DESCRIPTOR_SET descriptorSet, XGL_UINT startSlot, XGL_UINT slotCount, const XGL_MEMORY_VIEW_ATTACH_INFO* pMemViews) +{ + DS_LL_HEAD *pTrav = getDS(descriptorSet); + if (pTrav) { + if (pTrav->numSlots < (startSlot + slotCount)) { + return XGL_FALSE; + } + for (uint32_t i = 0; i < slotCount; i++) { + dsSetMemMapping(&pTrav->dsSlot[i+startSlot], &pMemViews[i]); + } + } + return XGL_FALSE; +} + +static void dsSetImageMapping(DS_SLOT* pSlot, const XGL_IMAGE_VIEW_ATTACH_INFO* pImageViews) +{ + if (pSlot->mappingMask) { + printf("DS INFO : While mapping Image View to slot %u previous Mapping(s) identified:\n", pSlot->slot); + noteSlotMapping(pSlot->mappingMask); + } + memcpy(&pSlot->imageView, pImageViews, sizeof(XGL_IMAGE_VIEW_ATTACH_INFO)); + dsSetMapping(pSlot, MAPPING_IMAGE); +} + +static XGL_BOOL dsImageMapping(XGL_DESCRIPTOR_SET descriptorSet, XGL_UINT startSlot, XGL_UINT slotCount, const XGL_IMAGE_VIEW_ATTACH_INFO* pImageViews) +{ + DS_LL_HEAD *pTrav = getDS(descriptorSet); + if (pTrav) { + if (pTrav->numSlots < (startSlot + slotCount)) { + return XGL_FALSE; + } + for (uint32_t i = 0; i < slotCount; i++) { + dsSetImageMapping(&pTrav->dsSlot[i+startSlot], &pImageViews[i]); + } + } + return XGL_FALSE; +} + +static void dsSetSamplerMapping(DS_SLOT* pSlot, const XGL_SAMPLER sampler) +{ + if (pSlot->mappingMask) { + printf("DS INFO : While mapping Sampler to slot %u previous Mapping(s) identified:\n", pSlot->slot); + noteSlotMapping(pSlot->mappingMask); + } + pSlot->sampler = sampler; + dsSetMapping(pSlot, MAPPING_SAMPLER); +} + +static XGL_BOOL dsSamplerMapping(XGL_DESCRIPTOR_SET descriptorSet, XGL_UINT startSlot, XGL_UINT slotCount, const XGL_SAMPLER* pSamplers) +{ + DS_LL_HEAD *pTrav = getDS(descriptorSet); + if (pTrav) { + if (pTrav->numSlots < (startSlot + slotCount)) { + return XGL_FALSE; + } + for (uint32_t i = 0; i < slotCount; i++) { + dsSetImageMapping(&pTrav->dsSlot[i+startSlot], pSamplers[i]); + } + } + return XGL_FALSE; +} + +// Synch up currently bound pipeline settings with DS mappings +static void synchDSMapping() +{ + // First verify that we have a bound pipeline + PIPELINE_NODE *pPipeTrav = getPipeline(lastBoundPipeline); + if (!pPipeTrav) { + printf("DS ERROR : Can't find last bound Pipeline %p!\n", (void*)lastBoundPipeline); + } + else { + for (uint32_t i = 0; i < XGL_MAX_DESCRIPTOR_SETS; i++) { + DS_LL_HEAD *pDS = getDS(lastBoundDS[i]); + if (!pDS) { + printf("DS ERROR : Can't find last bound DS %p. Did you need to bind DS to index %u?\n", (void*)lastBoundDS[i], i); + } + else { // We have a good DS & Pipeline, store pipeline mappings in DS + for (uint32_t j = 0; j < 2; j++) { // j is shader selector + for (uint32_t k = 0; k < XGL_MAX_DESCRIPTOR_SETS; k++) { + if (pPipeTrav->dsMapping[j][k].slotCount > pDS->numSlots) { + printf("DS ERROR : DS Mapping for shader %u has more slots (%u) than DS %p (%u)!\n", j, pPipeTrav->dsMapping[j][k].slotCount, (void*)pDS->dsID, pDS->numSlots); + } + else { + for (uint32_t r = 0; r < pPipeTrav->dsMapping[j][k].slotCount; r++) { + pDS->dsSlot[r].shaderSlotInfo[j] = pPipeTrav->dsMapping[j][k].pShaderMappingSlot[j]; + } + } + } + } + } + } + } +} + +// Print details of DS config to stdout +static void printDSConfig() +{ + for (uint32_t i = 0; i < XGL_MAX_DESCRIPTOR_SETS; i++) { + DS_LL_HEAD *pDS = getDS(lastBoundDS[i]); + if (pDS) { + printf("DS INFO : Bindings for DS %p:\n", (void*)pDS->dsID); + for (uint32_t j = 0; j < pDS->numSlots; j++) { + printf("\tSlot %u\n", j); + switch (pDS->dsSlot[j].activeMapping) + { + case MAPPING_MEMORY: + printf("\tMapped to Memory View %p (CAN PRINT DETAILS HERE)\n", (void*)&pDS->dsSlot[j].memView); + break; + case MAPPING_IMAGE: + printf("\tMapped to Image View %p (CAN PRINT DETAILS HERE)\n", (void*)&pDS->dsSlot[j].imageView); + break; + case MAPPING_SAMPLER: + printf("\tMapped to Sampler View %p (CAN PRINT DETAILS HERE)\n", (void*)pDS->dsSlot[j].sampler); + break; + default: + printf("\tNO VIEW MAPPED TO THIS DS SLOT\n"); + break; + } + for (uint32_t k = 0; k < 2; k++) { + if (XGL_SLOT_UNUSED != pDS->dsSlot[j].shaderSlotInfo[k].slotObjectType) { + printf("\tShader type %u has %u slot type mapping to shaderEntityIndex %u\n", k, pDS->dsSlot[j].shaderSlotInfo[k].slotObjectType, pDS->dsSlot[j].shaderSlotInfo[k].shaderEntityIndex); + } + } + } + } + else { + printf("DS ERROR : Can't find last bound DS %p!\n", (void*)lastBoundDS[i]); + } + } +} + +static void synchAndPrintDSConfig() +{ + synchDSMapping(); + printDSConfig(); +} + +static void initLayerTable() +{ + GetProcAddrType fpNextGPA; + fpNextGPA = pCurObj->pGPA; + assert(fpNextGPA); + + GetProcAddrType fpGetProcAddr = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglGetProcAddr"); + nextTable.GetProcAddr = fpGetProcAddr; + InitAndEnumerateGpusType fpInitAndEnumerateGpus = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglInitAndEnumerateGpus"); + nextTable.InitAndEnumerateGpus = fpInitAndEnumerateGpus; + GetGpuInfoType fpGetGpuInfo = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglGetGpuInfo"); + nextTable.GetGpuInfo = fpGetGpuInfo; + CreateDeviceType fpCreateDevice = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglCreateDevice"); + nextTable.CreateDevice = fpCreateDevice; + DestroyDeviceType fpDestroyDevice = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglDestroyDevice"); + nextTable.DestroyDevice = fpDestroyDevice; + GetExtensionSupportType fpGetExtensionSupport = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglGetExtensionSupport"); + nextTable.GetExtensionSupport = fpGetExtensionSupport; + EnumerateLayersType fpEnumerateLayers = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglEnumerateLayers"); + nextTable.EnumerateLayers = fpEnumerateLayers; + GetDeviceQueueType fpGetDeviceQueue = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglGetDeviceQueue"); + nextTable.GetDeviceQueue = fpGetDeviceQueue; + QueueSubmitType fpQueueSubmit = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglQueueSubmit"); + nextTable.QueueSubmit = fpQueueSubmit; + QueueSetGlobalMemReferencesType fpQueueSetGlobalMemReferences = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglQueueSetGlobalMemReferences"); + nextTable.QueueSetGlobalMemReferences = fpQueueSetGlobalMemReferences; + QueueWaitIdleType fpQueueWaitIdle = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglQueueWaitIdle"); + nextTable.QueueWaitIdle = fpQueueWaitIdle; + DeviceWaitIdleType fpDeviceWaitIdle = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglDeviceWaitIdle"); + nextTable.DeviceWaitIdle = fpDeviceWaitIdle; + GetMemoryHeapCountType fpGetMemoryHeapCount = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglGetMemoryHeapCount"); + nextTable.GetMemoryHeapCount = fpGetMemoryHeapCount; + GetMemoryHeapInfoType fpGetMemoryHeapInfo = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglGetMemoryHeapInfo"); + nextTable.GetMemoryHeapInfo = fpGetMemoryHeapInfo; + AllocMemoryType fpAllocMemory = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglAllocMemory"); + nextTable.AllocMemory = fpAllocMemory; + FreeMemoryType fpFreeMemory = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglFreeMemory"); + nextTable.FreeMemory = fpFreeMemory; + SetMemoryPriorityType fpSetMemoryPriority = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglSetMemoryPriority"); + nextTable.SetMemoryPriority = fpSetMemoryPriority; + MapMemoryType fpMapMemory = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglMapMemory"); + nextTable.MapMemory = fpMapMemory; + UnmapMemoryType fpUnmapMemory = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglUnmapMemory"); + nextTable.UnmapMemory = fpUnmapMemory; + PinSystemMemoryType fpPinSystemMemory = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglPinSystemMemory"); + nextTable.PinSystemMemory = fpPinSystemMemory; + RemapVirtualMemoryPagesType fpRemapVirtualMemoryPages = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglRemapVirtualMemoryPages"); + nextTable.RemapVirtualMemoryPages = fpRemapVirtualMemoryPages; + GetMultiGpuCompatibilityType fpGetMultiGpuCompatibility = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglGetMultiGpuCompatibility"); + nextTable.GetMultiGpuCompatibility = fpGetMultiGpuCompatibility; + OpenSharedMemoryType fpOpenSharedMemory = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglOpenSharedMemory"); + nextTable.OpenSharedMemory = fpOpenSharedMemory; + OpenSharedQueueSemaphoreType fpOpenSharedQueueSemaphore = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglOpenSharedQueueSemaphore"); + nextTable.OpenSharedQueueSemaphore = fpOpenSharedQueueSemaphore; + OpenPeerMemoryType fpOpenPeerMemory = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglOpenPeerMemory"); + nextTable.OpenPeerMemory = fpOpenPeerMemory; + OpenPeerImageType fpOpenPeerImage = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglOpenPeerImage"); + nextTable.OpenPeerImage = fpOpenPeerImage; + DestroyObjectType fpDestroyObject = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglDestroyObject"); + nextTable.DestroyObject = fpDestroyObject; + GetObjectInfoType fpGetObjectInfo = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglGetObjectInfo"); + nextTable.GetObjectInfo = fpGetObjectInfo; + BindObjectMemoryType fpBindObjectMemory = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglBindObjectMemory"); + nextTable.BindObjectMemory = fpBindObjectMemory; + CreateFenceType fpCreateFence = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglCreateFence"); + nextTable.CreateFence = fpCreateFence; + GetFenceStatusType fpGetFenceStatus = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglGetFenceStatus"); + nextTable.GetFenceStatus = fpGetFenceStatus; + WaitForFencesType fpWaitForFences = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglWaitForFences"); + nextTable.WaitForFences = fpWaitForFences; + CreateQueueSemaphoreType fpCreateQueueSemaphore = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglCreateQueueSemaphore"); + nextTable.CreateQueueSemaphore = fpCreateQueueSemaphore; + SignalQueueSemaphoreType fpSignalQueueSemaphore = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglSignalQueueSemaphore"); + nextTable.SignalQueueSemaphore = fpSignalQueueSemaphore; + WaitQueueSemaphoreType fpWaitQueueSemaphore = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglWaitQueueSemaphore"); + nextTable.WaitQueueSemaphore = fpWaitQueueSemaphore; + CreateEventType fpCreateEvent = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglCreateEvent"); + nextTable.CreateEvent = fpCreateEvent; + GetEventStatusType fpGetEventStatus = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglGetEventStatus"); + nextTable.GetEventStatus = fpGetEventStatus; + SetEventType fpSetEvent = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglSetEvent"); + nextTable.SetEvent = fpSetEvent; + ResetEventType fpResetEvent = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglResetEvent"); + nextTable.ResetEvent = fpResetEvent; + CreateQueryPoolType fpCreateQueryPool = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglCreateQueryPool"); + nextTable.CreateQueryPool = fpCreateQueryPool; + GetQueryPoolResultsType fpGetQueryPoolResults = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglGetQueryPoolResults"); + nextTable.GetQueryPoolResults = fpGetQueryPoolResults; + GetFormatInfoType fpGetFormatInfo = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglGetFormatInfo"); + nextTable.GetFormatInfo = fpGetFormatInfo; + CreateImageType fpCreateImage = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglCreateImage"); + nextTable.CreateImage = fpCreateImage; + GetImageSubresourceInfoType fpGetImageSubresourceInfo = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglGetImageSubresourceInfo"); + nextTable.GetImageSubresourceInfo = fpGetImageSubresourceInfo; + CreateImageViewType fpCreateImageView = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglCreateImageView"); + nextTable.CreateImageView = fpCreateImageView; + CreateColorAttachmentViewType fpCreateColorAttachmentView = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglCreateColorAttachmentView"); + nextTable.CreateColorAttachmentView = fpCreateColorAttachmentView; + CreateDepthStencilViewType fpCreateDepthStencilView = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglCreateDepthStencilView"); + nextTable.CreateDepthStencilView = fpCreateDepthStencilView; + CreateShaderType fpCreateShader = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglCreateShader"); + nextTable.CreateShader = fpCreateShader; + CreateGraphicsPipelineType fpCreateGraphicsPipeline = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglCreateGraphicsPipeline"); + nextTable.CreateGraphicsPipeline = fpCreateGraphicsPipeline; + CreateComputePipelineType fpCreateComputePipeline = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglCreateComputePipeline"); + nextTable.CreateComputePipeline = fpCreateComputePipeline; + StorePipelineType fpStorePipeline = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglStorePipeline"); + nextTable.StorePipeline = fpStorePipeline; + LoadPipelineType fpLoadPipeline = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglLoadPipeline"); + nextTable.LoadPipeline = fpLoadPipeline; + CreatePipelineDeltaType fpCreatePipelineDelta = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglCreatePipelineDelta"); + nextTable.CreatePipelineDelta = fpCreatePipelineDelta; + CreateSamplerType fpCreateSampler = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglCreateSampler"); + nextTable.CreateSampler = fpCreateSampler; + CreateDescriptorSetType fpCreateDescriptorSet = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglCreateDescriptorSet"); + nextTable.CreateDescriptorSet = fpCreateDescriptorSet; + BeginDescriptorSetUpdateType fpBeginDescriptorSetUpdate = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglBeginDescriptorSetUpdate"); + nextTable.BeginDescriptorSetUpdate = fpBeginDescriptorSetUpdate; + EndDescriptorSetUpdateType fpEndDescriptorSetUpdate = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglEndDescriptorSetUpdate"); + nextTable.EndDescriptorSetUpdate = fpEndDescriptorSetUpdate; + AttachSamplerDescriptorsType fpAttachSamplerDescriptors = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglAttachSamplerDescriptors"); + nextTable.AttachSamplerDescriptors = fpAttachSamplerDescriptors; + AttachImageViewDescriptorsType fpAttachImageViewDescriptors = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglAttachImageViewDescriptors"); + nextTable.AttachImageViewDescriptors = fpAttachImageViewDescriptors; + AttachMemoryViewDescriptorsType fpAttachMemoryViewDescriptors = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglAttachMemoryViewDescriptors"); + nextTable.AttachMemoryViewDescriptors = fpAttachMemoryViewDescriptors; + AttachNestedDescriptorsType fpAttachNestedDescriptors = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglAttachNestedDescriptors"); + nextTable.AttachNestedDescriptors = fpAttachNestedDescriptors; + ClearDescriptorSetSlotsType fpClearDescriptorSetSlots = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglClearDescriptorSetSlots"); + nextTable.ClearDescriptorSetSlots = fpClearDescriptorSetSlots; + CreateViewportStateType fpCreateViewportState = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglCreateViewportState"); + nextTable.CreateViewportState = fpCreateViewportState; + CreateRasterStateType fpCreateRasterState = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglCreateRasterState"); + nextTable.CreateRasterState = fpCreateRasterState; + CreateMsaaStateType fpCreateMsaaState = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglCreateMsaaState"); + nextTable.CreateMsaaState = fpCreateMsaaState; + CreateColorBlendStateType fpCreateColorBlendState = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglCreateColorBlendState"); + nextTable.CreateColorBlendState = fpCreateColorBlendState; + CreateDepthStencilStateType fpCreateDepthStencilState = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglCreateDepthStencilState"); + nextTable.CreateDepthStencilState = fpCreateDepthStencilState; + CreateCommandBufferType fpCreateCommandBuffer = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglCreateCommandBuffer"); + nextTable.CreateCommandBuffer = fpCreateCommandBuffer; + BeginCommandBufferType fpBeginCommandBuffer = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglBeginCommandBuffer"); + nextTable.BeginCommandBuffer = fpBeginCommandBuffer; + EndCommandBufferType fpEndCommandBuffer = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglEndCommandBuffer"); + nextTable.EndCommandBuffer = fpEndCommandBuffer; + ResetCommandBufferType fpResetCommandBuffer = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglResetCommandBuffer"); + nextTable.ResetCommandBuffer = fpResetCommandBuffer; + CmdBindPipelineType fpCmdBindPipeline = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglCmdBindPipeline"); + nextTable.CmdBindPipeline = fpCmdBindPipeline; + CmdBindPipelineDeltaType fpCmdBindPipelineDelta = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglCmdBindPipelineDelta"); + nextTable.CmdBindPipelineDelta = fpCmdBindPipelineDelta; + CmdBindStateObjectType fpCmdBindStateObject = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglCmdBindStateObject"); + nextTable.CmdBindStateObject = fpCmdBindStateObject; + CmdBindDescriptorSetType fpCmdBindDescriptorSet = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglCmdBindDescriptorSet"); + nextTable.CmdBindDescriptorSet = fpCmdBindDescriptorSet; + CmdBindDynamicMemoryViewType fpCmdBindDynamicMemoryView = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglCmdBindDynamicMemoryView"); + nextTable.CmdBindDynamicMemoryView = fpCmdBindDynamicMemoryView; + CmdBindIndexDataType fpCmdBindIndexData = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglCmdBindIndexData"); + nextTable.CmdBindIndexData = fpCmdBindIndexData; + CmdBindAttachmentsType fpCmdBindAttachments = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglCmdBindAttachments"); + nextTable.CmdBindAttachments = fpCmdBindAttachments; + CmdPrepareMemoryRegionsType fpCmdPrepareMemoryRegions = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglCmdPrepareMemoryRegions"); + nextTable.CmdPrepareMemoryRegions = fpCmdPrepareMemoryRegions; + CmdPrepareImagesType fpCmdPrepareImages = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglCmdPrepareImages"); + nextTable.CmdPrepareImages = fpCmdPrepareImages; + CmdDrawType fpCmdDraw = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglCmdDraw"); + nextTable.CmdDraw = fpCmdDraw; + CmdDrawIndexedType fpCmdDrawIndexed = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglCmdDrawIndexed"); + nextTable.CmdDrawIndexed = fpCmdDrawIndexed; + CmdDrawIndirectType fpCmdDrawIndirect = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglCmdDrawIndirect"); + nextTable.CmdDrawIndirect = fpCmdDrawIndirect; + CmdDrawIndexedIndirectType fpCmdDrawIndexedIndirect = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglCmdDrawIndexedIndirect"); + nextTable.CmdDrawIndexedIndirect = fpCmdDrawIndexedIndirect; + CmdDispatchType fpCmdDispatch = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglCmdDispatch"); + nextTable.CmdDispatch = fpCmdDispatch; + CmdDispatchIndirectType fpCmdDispatchIndirect = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglCmdDispatchIndirect"); + nextTable.CmdDispatchIndirect = fpCmdDispatchIndirect; + CmdCopyMemoryType fpCmdCopyMemory = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglCmdCopyMemory"); + nextTable.CmdCopyMemory = fpCmdCopyMemory; + CmdCopyImageType fpCmdCopyImage = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglCmdCopyImage"); + nextTable.CmdCopyImage = fpCmdCopyImage; + CmdCopyMemoryToImageType fpCmdCopyMemoryToImage = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglCmdCopyMemoryToImage"); + nextTable.CmdCopyMemoryToImage = fpCmdCopyMemoryToImage; + CmdCopyImageToMemoryType fpCmdCopyImageToMemory = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglCmdCopyImageToMemory"); + nextTable.CmdCopyImageToMemory = fpCmdCopyImageToMemory; + CmdCloneImageDataType fpCmdCloneImageData = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglCmdCloneImageData"); + nextTable.CmdCloneImageData = fpCmdCloneImageData; + CmdUpdateMemoryType fpCmdUpdateMemory = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglCmdUpdateMemory"); + nextTable.CmdUpdateMemory = fpCmdUpdateMemory; + CmdFillMemoryType fpCmdFillMemory = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglCmdFillMemory"); + nextTable.CmdFillMemory = fpCmdFillMemory; + CmdClearColorImageType fpCmdClearColorImage = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglCmdClearColorImage"); + nextTable.CmdClearColorImage = fpCmdClearColorImage; + CmdClearColorImageRawType fpCmdClearColorImageRaw = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglCmdClearColorImageRaw"); + nextTable.CmdClearColorImageRaw = fpCmdClearColorImageRaw; + CmdClearDepthStencilType fpCmdClearDepthStencil = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglCmdClearDepthStencil"); + nextTable.CmdClearDepthStencil = fpCmdClearDepthStencil; + CmdResolveImageType fpCmdResolveImage = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglCmdResolveImage"); + nextTable.CmdResolveImage = fpCmdResolveImage; + CmdSetEventType fpCmdSetEvent = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglCmdSetEvent"); + nextTable.CmdSetEvent = fpCmdSetEvent; + CmdResetEventType fpCmdResetEvent = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglCmdResetEvent"); + nextTable.CmdResetEvent = fpCmdResetEvent; + CmdMemoryAtomicType fpCmdMemoryAtomic = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglCmdMemoryAtomic"); + nextTable.CmdMemoryAtomic = fpCmdMemoryAtomic; + CmdBeginQueryType fpCmdBeginQuery = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglCmdBeginQuery"); + nextTable.CmdBeginQuery = fpCmdBeginQuery; + CmdEndQueryType fpCmdEndQuery = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglCmdEndQuery"); + nextTable.CmdEndQuery = fpCmdEndQuery; + CmdResetQueryPoolType fpCmdResetQueryPool = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglCmdResetQueryPool"); + nextTable.CmdResetQueryPool = fpCmdResetQueryPool; + CmdWriteTimestampType fpCmdWriteTimestamp = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglCmdWriteTimestamp"); + nextTable.CmdWriteTimestamp = fpCmdWriteTimestamp; + CmdInitAtomicCountersType fpCmdInitAtomicCounters = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglCmdInitAtomicCounters"); + nextTable.CmdInitAtomicCounters = fpCmdInitAtomicCounters; + CmdLoadAtomicCountersType fpCmdLoadAtomicCounters = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglCmdLoadAtomicCounters"); + nextTable.CmdLoadAtomicCounters = fpCmdLoadAtomicCounters; + CmdSaveAtomicCountersType fpCmdSaveAtomicCounters = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglCmdSaveAtomicCounters"); + nextTable.CmdSaveAtomicCounters = fpCmdSaveAtomicCounters; + DbgSetValidationLevelType fpDbgSetValidationLevel = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglDbgSetValidationLevel"); + nextTable.DbgSetValidationLevel = fpDbgSetValidationLevel; + DbgRegisterMsgCallbackType fpDbgRegisterMsgCallback = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglDbgRegisterMsgCallback"); + nextTable.DbgRegisterMsgCallback = fpDbgRegisterMsgCallback; + DbgUnregisterMsgCallbackType fpDbgUnregisterMsgCallback = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglDbgUnregisterMsgCallback"); + nextTable.DbgUnregisterMsgCallback = fpDbgUnregisterMsgCallback; + DbgSetMessageFilterType fpDbgSetMessageFilter = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglDbgSetMessageFilter"); + nextTable.DbgSetMessageFilter = fpDbgSetMessageFilter; + DbgSetObjectTagType fpDbgSetObjectTag = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglDbgSetObjectTag"); + nextTable.DbgSetObjectTag = fpDbgSetObjectTag; + DbgSetGlobalOptionType fpDbgSetGlobalOption = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglDbgSetGlobalOption"); + nextTable.DbgSetGlobalOption = fpDbgSetGlobalOption; + DbgSetDeviceOptionType fpDbgSetDeviceOption = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglDbgSetDeviceOption"); + nextTable.DbgSetDeviceOption = fpDbgSetDeviceOption; + CmdDbgMarkerBeginType fpCmdDbgMarkerBegin = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglCmdDbgMarkerBegin"); + nextTable.CmdDbgMarkerBegin = fpCmdDbgMarkerBegin; + CmdDbgMarkerEndType fpCmdDbgMarkerEnd = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglCmdDbgMarkerEnd"); + nextTable.CmdDbgMarkerEnd = fpCmdDbgMarkerEnd; + WsiX11AssociateConnectionType fpWsiX11AssociateConnection = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglWsiX11AssociateConnection"); + nextTable.WsiX11AssociateConnection = fpWsiX11AssociateConnection; + WsiX11GetMSCType fpWsiX11GetMSC = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglWsiX11GetMSC"); + nextTable.WsiX11GetMSC = fpWsiX11GetMSC; + WsiX11CreatePresentableImageType fpWsiX11CreatePresentableImage = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglWsiX11CreatePresentableImage"); + nextTable.WsiX11CreatePresentableImage = fpWsiX11CreatePresentableImage; + WsiX11QueuePresentType fpWsiX11QueuePresent = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglWsiX11QueuePresent"); + nextTable.WsiX11QueuePresent = fpWsiX11QueuePresent; +} + + +XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglGetGpuInfo(XGL_PHYSICAL_GPU gpu, XGL_PHYSICAL_GPU_INFO_TYPE infoType, XGL_SIZE* pDataSize, XGL_VOID* pData) +{ + XGL_BASE_LAYER_OBJECT* gpuw = (XGL_BASE_LAYER_OBJECT *) gpu; + printf("At start of layered GetGpuInfo\n"); + pCurObj = gpuw; + pthread_once(&tabOnce, initLayerTable); + XGL_RESULT result = nextTable.GetGpuInfo((XGL_PHYSICAL_GPU)gpuw->nextObject, infoType, pDataSize, pData); + printf("Completed layered GetGpuInfo\n"); + return result; +} + +XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglCreateDevice(XGL_PHYSICAL_GPU gpu, const XGL_DEVICE_CREATE_INFO* pCreateInfo, XGL_DEVICE* pDevice) +{ + XGL_BASE_LAYER_OBJECT* gpuw = (XGL_BASE_LAYER_OBJECT *) gpu; + printf("At start of layered CreateDevice\n"); + pCurObj = gpuw; + pthread_once(&tabOnce, initLayerTable); + XGL_RESULT result = nextTable.CreateDevice((XGL_PHYSICAL_GPU)gpuw->nextObject, pCreateInfo, pDevice); + printf("Completed layered CreateDevice\n"); + return result; +} + +XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglDestroyDevice(XGL_DEVICE device) +{ + XGL_RESULT result = nextTable.DestroyDevice(device); + return result; +} + +XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglGetExtensionSupport(XGL_PHYSICAL_GPU gpu, const XGL_CHAR* pExtName) +{ + XGL_BASE_LAYER_OBJECT* gpuw = (XGL_BASE_LAYER_OBJECT *) gpu; + printf("At start of layered GetExtensionSupport\n"); + pCurObj = gpuw; + pthread_once(&tabOnce, initLayerTable); + XGL_RESULT result = nextTable.GetExtensionSupport((XGL_PHYSICAL_GPU)gpuw->nextObject, pExtName); + printf("Completed layered GetExtensionSupport\n"); + return result; +} + +XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglEnumerateLayers(XGL_PHYSICAL_GPU gpu, XGL_SIZE maxLayerCount, XGL_SIZE maxStringSize, XGL_CHAR* const* pOutLayers, XGL_SIZE * pOutLayerCount) +{ + XGL_BASE_LAYER_OBJECT* gpuw = (XGL_BASE_LAYER_OBJECT *) gpu; + printf("At start of layered EnumerateLayers\n"); + pCurObj = gpuw; + pthread_once(&tabOnce, initLayerTable); + XGL_RESULT result = nextTable.EnumerateLayers((XGL_PHYSICAL_GPU)gpuw->nextObject, maxLayerCount, maxStringSize, pOutLayers, pOutLayerCount); + printf("Completed layered EnumerateLayers\n"); + return result; +} + +XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglGetDeviceQueue(XGL_DEVICE device, XGL_QUEUE_TYPE queueType, XGL_UINT queueIndex, XGL_QUEUE* pQueue) +{ + XGL_RESULT result = nextTable.GetDeviceQueue(device, queueType, queueIndex, pQueue); + return result; +} + +XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglQueueSubmit(XGL_QUEUE queue, XGL_UINT cmdBufferCount, const XGL_CMD_BUFFER* pCmdBuffers, XGL_UINT memRefCount, const XGL_MEMORY_REF* pMemRefs, XGL_FENCE fence) +{ + XGL_RESULT result = nextTable.QueueSubmit(queue, cmdBufferCount, pCmdBuffers, memRefCount, pMemRefs, fence); + return result; +} + +XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglQueueSetGlobalMemReferences(XGL_QUEUE queue, XGL_UINT memRefCount, const XGL_MEMORY_REF* pMemRefs) +{ + XGL_RESULT result = nextTable.QueueSetGlobalMemReferences(queue, memRefCount, pMemRefs); + return result; +} + +XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglQueueWaitIdle(XGL_QUEUE queue) +{ + XGL_RESULT result = nextTable.QueueWaitIdle(queue); + return result; +} + +XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglDeviceWaitIdle(XGL_DEVICE device) +{ + XGL_RESULT result = nextTable.DeviceWaitIdle(device); + return result; +} + +XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglGetMemoryHeapCount(XGL_DEVICE device, XGL_UINT* pCount) +{ + XGL_RESULT result = nextTable.GetMemoryHeapCount(device, pCount); + return result; +} + +XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglGetMemoryHeapInfo(XGL_DEVICE device, XGL_UINT heapId, XGL_MEMORY_HEAP_INFO_TYPE infoType, XGL_SIZE* pDataSize, XGL_VOID* pData) +{ + XGL_RESULT result = nextTable.GetMemoryHeapInfo(device, heapId, infoType, pDataSize, pData); + return result; +} + +XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglAllocMemory(XGL_DEVICE device, const XGL_MEMORY_ALLOC_INFO* pAllocInfo, XGL_GPU_MEMORY* pMem) +{ + XGL_RESULT result = nextTable.AllocMemory(device, pAllocInfo, pMem); + return result; +} + +XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglFreeMemory(XGL_GPU_MEMORY mem) +{ + XGL_RESULT result = nextTable.FreeMemory(mem); + return result; +} + +XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglSetMemoryPriority(XGL_GPU_MEMORY mem, XGL_MEMORY_PRIORITY priority) +{ + XGL_RESULT result = nextTable.SetMemoryPriority(mem, priority); + return result; +} + +XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglMapMemory(XGL_GPU_MEMORY mem, XGL_FLAGS flags, XGL_VOID** ppData) +{ + XGL_RESULT result = nextTable.MapMemory(mem, flags, ppData); + return result; +} + +XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglUnmapMemory(XGL_GPU_MEMORY mem) +{ + XGL_RESULT result = nextTable.UnmapMemory(mem); + return result; +} + +XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglPinSystemMemory(XGL_DEVICE device, const XGL_VOID* pSysMem, XGL_SIZE memSize, XGL_GPU_MEMORY* pMem) +{ + XGL_RESULT result = nextTable.PinSystemMemory(device, pSysMem, memSize, pMem); + return result; +} + +XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglRemapVirtualMemoryPages(XGL_DEVICE device, XGL_UINT rangeCount, const XGL_VIRTUAL_MEMORY_REMAP_RANGE* pRanges, XGL_UINT preWaitSemaphoreCount, const XGL_QUEUE_SEMAPHORE* pPreWaitSemaphores, XGL_UINT postSignalSemaphoreCount, const XGL_QUEUE_SEMAPHORE* pPostSignalSemaphores) +{ + XGL_RESULT result = nextTable.RemapVirtualMemoryPages(device, rangeCount, pRanges, preWaitSemaphoreCount, pPreWaitSemaphores, postSignalSemaphoreCount, pPostSignalSemaphores); + return result; +} + +XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglGetMultiGpuCompatibility(XGL_PHYSICAL_GPU gpu0, XGL_PHYSICAL_GPU gpu1, XGL_GPU_COMPATIBILITY_INFO* pInfo) +{ + XGL_BASE_LAYER_OBJECT* gpuw = (XGL_BASE_LAYER_OBJECT *) gpu0; + printf("At start of layered GetMultiGpuCompatibility\n"); + pCurObj = gpuw; + pthread_once(&tabOnce, initLayerTable); + XGL_RESULT result = nextTable.GetMultiGpuCompatibility((XGL_PHYSICAL_GPU)gpuw->nextObject, gpu1, pInfo); + printf("Completed layered GetMultiGpuCompatibility\n"); + return result; +} + +XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglOpenSharedMemory(XGL_DEVICE device, const XGL_MEMORY_OPEN_INFO* pOpenInfo, XGL_GPU_MEMORY* pMem) +{ + XGL_RESULT result = nextTable.OpenSharedMemory(device, pOpenInfo, pMem); + return result; +} + +XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglOpenSharedQueueSemaphore(XGL_DEVICE device, const XGL_QUEUE_SEMAPHORE_OPEN_INFO* pOpenInfo, XGL_QUEUE_SEMAPHORE* pSemaphore) +{ + XGL_RESULT result = nextTable.OpenSharedQueueSemaphore(device, pOpenInfo, pSemaphore); + return result; +} + +XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglOpenPeerMemory(XGL_DEVICE device, const XGL_PEER_MEMORY_OPEN_INFO* pOpenInfo, XGL_GPU_MEMORY* pMem) +{ + XGL_RESULT result = nextTable.OpenPeerMemory(device, pOpenInfo, pMem); + return result; +} + +XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglOpenPeerImage(XGL_DEVICE device, const XGL_PEER_IMAGE_OPEN_INFO* pOpenInfo, XGL_IMAGE* pImage, XGL_GPU_MEMORY* pMem) +{ + XGL_RESULT result = nextTable.OpenPeerImage(device, pOpenInfo, pImage, pMem); + return result; +} + +XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglDestroyObject(XGL_OBJECT object) +{ + XGL_RESULT result = nextTable.DestroyObject(object); + return result; +} + +XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglGetObjectInfo(XGL_BASE_OBJECT object, XGL_OBJECT_INFO_TYPE infoType, XGL_SIZE* pDataSize, XGL_VOID* pData) +{ + XGL_RESULT result = nextTable.GetObjectInfo(object, infoType, pDataSize, pData); + return result; +} + +XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglBindObjectMemory(XGL_OBJECT object, XGL_GPU_MEMORY mem, XGL_GPU_SIZE offset) +{ + XGL_RESULT result = nextTable.BindObjectMemory(object, mem, offset); + return result; +} + +XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglCreateFence(XGL_DEVICE device, const XGL_FENCE_CREATE_INFO* pCreateInfo, XGL_FENCE* pFence) +{ + XGL_RESULT result = nextTable.CreateFence(device, pCreateInfo, pFence); + return result; +} + +XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglGetFenceStatus(XGL_FENCE fence) +{ + XGL_RESULT result = nextTable.GetFenceStatus(fence); + return result; +} + +XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglWaitForFences(XGL_DEVICE device, XGL_UINT fenceCount, const XGL_FENCE* pFences, XGL_BOOL waitAll, XGL_UINT64 timeout) +{ + XGL_RESULT result = nextTable.WaitForFences(device, fenceCount, pFences, waitAll, timeout); + return result; +} + +XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglCreateQueueSemaphore(XGL_DEVICE device, const XGL_QUEUE_SEMAPHORE_CREATE_INFO* pCreateInfo, XGL_QUEUE_SEMAPHORE* pSemaphore) +{ + XGL_RESULT result = nextTable.CreateQueueSemaphore(device, pCreateInfo, pSemaphore); + return result; +} + +XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglSignalQueueSemaphore(XGL_QUEUE queue, XGL_QUEUE_SEMAPHORE semaphore) +{ + XGL_RESULT result = nextTable.SignalQueueSemaphore(queue, semaphore); + return result; +} + +XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglWaitQueueSemaphore(XGL_QUEUE queue, XGL_QUEUE_SEMAPHORE semaphore) +{ + XGL_RESULT result = nextTable.WaitQueueSemaphore(queue, semaphore); + return result; +} + +XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglCreateEvent(XGL_DEVICE device, const XGL_EVENT_CREATE_INFO* pCreateInfo, XGL_EVENT* pEvent) +{ + XGL_RESULT result = nextTable.CreateEvent(device, pCreateInfo, pEvent); + return result; +} + +XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglGetEventStatus(XGL_EVENT event) +{ + XGL_RESULT result = nextTable.GetEventStatus(event); + return result; +} + +XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglSetEvent(XGL_EVENT event) +{ + XGL_RESULT result = nextTable.SetEvent(event); + return result; +} + +XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglResetEvent(XGL_EVENT event) +{ + XGL_RESULT result = nextTable.ResetEvent(event); + return result; +} + +XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglCreateQueryPool(XGL_DEVICE device, const XGL_QUERY_POOL_CREATE_INFO* pCreateInfo, XGL_QUERY_POOL* pQueryPool) +{ + XGL_RESULT result = nextTable.CreateQueryPool(device, pCreateInfo, pQueryPool); + return result; +} + +XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglGetQueryPoolResults(XGL_QUERY_POOL queryPool, XGL_UINT startQuery, XGL_UINT queryCount, XGL_SIZE* pDataSize, XGL_VOID* pData) +{ + XGL_RESULT result = nextTable.GetQueryPoolResults(queryPool, startQuery, queryCount, pDataSize, pData); + return result; +} + +XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglGetFormatInfo(XGL_DEVICE device, XGL_FORMAT format, XGL_FORMAT_INFO_TYPE infoType, XGL_SIZE* pDataSize, XGL_VOID* pData) +{ + XGL_RESULT result = nextTable.GetFormatInfo(device, format, infoType, pDataSize, pData); + return result; +} + +XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglCreateImage(XGL_DEVICE device, const XGL_IMAGE_CREATE_INFO* pCreateInfo, XGL_IMAGE* pImage) +{ + XGL_RESULT result = nextTable.CreateImage(device, pCreateInfo, pImage); + return result; +} + +XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglGetImageSubresourceInfo(XGL_IMAGE image, const XGL_IMAGE_SUBRESOURCE* pSubresource, XGL_SUBRESOURCE_INFO_TYPE infoType, XGL_SIZE* pDataSize, XGL_VOID* pData) +{ + XGL_RESULT result = nextTable.GetImageSubresourceInfo(image, pSubresource, infoType, pDataSize, pData); + return result; +} + +XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglCreateImageView(XGL_DEVICE device, const XGL_IMAGE_VIEW_CREATE_INFO* pCreateInfo, XGL_IMAGE_VIEW* pView) +{ + XGL_RESULT result = nextTable.CreateImageView(device, pCreateInfo, pView); + return result; +} + +XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglCreateColorAttachmentView(XGL_DEVICE device, const XGL_COLOR_ATTACHMENT_VIEW_CREATE_INFO* pCreateInfo, XGL_COLOR_ATTACHMENT_VIEW* pView) +{ + XGL_RESULT result = nextTable.CreateColorAttachmentView(device, pCreateInfo, pView); + return result; +} + +XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglCreateDepthStencilView(XGL_DEVICE device, const XGL_DEPTH_STENCIL_VIEW_CREATE_INFO* pCreateInfo, XGL_DEPTH_STENCIL_VIEW* pView) +{ + XGL_RESULT result = nextTable.CreateDepthStencilView(device, pCreateInfo, pView); + return result; +} + +XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglCreateShader(XGL_DEVICE device, const XGL_SHADER_CREATE_INFO* pCreateInfo, XGL_SHADER* pShader) +{ + XGL_RESULT result = nextTable.CreateShader(device, pCreateInfo, pShader); + return result; +} + +XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglCreateGraphicsPipeline(XGL_DEVICE device, const XGL_GRAPHICS_PIPELINE_CREATE_INFO* pCreateInfo, XGL_PIPELINE* pPipeline) +{ + XGL_RESULT result = nextTable.CreateGraphicsPipeline(device, pCreateInfo, pPipeline); + // Create LL HEAD for this Pipeline + printf("INFO: Created Gfx Pipelines %p\n", (void*)*pPipeline); + PIPELINE_NODE *pTrav = pPipelineHead; + if (pTrav) { + while (pTrav->pNext) + pTrav = pTrav->pNext; + pTrav->pNext = (PIPELINE_NODE*)malloc(sizeof(PIPELINE_NODE)); + pTrav = pTrav->pNext; + } + else { + pTrav = (PIPELINE_NODE*)malloc(sizeof(PIPELINE_NODE)); + pPipelineHead = pTrav; + } + memset((void*)pTrav, 0, sizeof(PIPELINE_NODE)); + pTrav->pipeline = *pPipeline; + initPipeline(pTrav, pCreateInfo); + return result; +} + +XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglCreateComputePipeline(XGL_DEVICE device, const XGL_COMPUTE_PIPELINE_CREATE_INFO* pCreateInfo, XGL_PIPELINE* pPipeline) +{ + XGL_RESULT result = nextTable.CreateComputePipeline(device, pCreateInfo, pPipeline); + return result; +} + +XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglStorePipeline(XGL_PIPELINE pipeline, XGL_SIZE* pDataSize, XGL_VOID* pData) +{ + XGL_RESULT result = nextTable.StorePipeline(pipeline, pDataSize, pData); + return result; +} + +XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglLoadPipeline(XGL_DEVICE device, XGL_SIZE dataSize, const XGL_VOID* pData, XGL_PIPELINE* pPipeline) +{ + XGL_RESULT result = nextTable.LoadPipeline(device, dataSize, pData, pPipeline); + return result; +} + +XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglCreatePipelineDelta(XGL_DEVICE device, XGL_PIPELINE p1, XGL_PIPELINE p2, XGL_PIPELINE_DELTA* delta) +{ + XGL_RESULT result = nextTable.CreatePipelineDelta(device, p1, p2, delta); + return result; +} + +XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglCreateSampler(XGL_DEVICE device, const XGL_SAMPLER_CREATE_INFO* pCreateInfo, XGL_SAMPLER* pSampler) +{ + XGL_RESULT result = nextTable.CreateSampler(device, pCreateInfo, pSampler); + return result; +} + +XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglCreateDescriptorSet(XGL_DEVICE device, const XGL_DESCRIPTOR_SET_CREATE_INFO* pCreateInfo, XGL_DESCRIPTOR_SET* pDescriptorSet) +{ + XGL_RESULT result = nextTable.CreateDescriptorSet(device, pCreateInfo, pDescriptorSet); + // Create LL chain + DS_LL_HEAD *pTrav = pDSHead; + if (pTrav) { + // Grow existing list + while (pTrav->pNextDS) + pTrav = pTrav->pNextDS; + pTrav->pNextDS = (DS_LL_HEAD*)malloc(sizeof(DS_LL_HEAD)); + pTrav = pTrav->pNextDS; + } + else { // Create new list + pTrav = (DS_LL_HEAD*)malloc(sizeof(DS_LL_HEAD)); + pDSHead = pTrav; + } + pTrav->dsSlot = (DS_SLOT*)malloc(sizeof(DS_SLOT) * pCreateInfo->slots); + pTrav->dsID = *pDescriptorSet; + pTrav->numSlots = pCreateInfo->slots; + pTrav->pNextDS = NULL; + pTrav->updateActive = XGL_FALSE; + initDS(pTrav); + return result; +} + +XGL_LAYER_EXPORT XGL_VOID XGLAPI xglBeginDescriptorSetUpdate(XGL_DESCRIPTOR_SET descriptorSet) +{ + if (!getDS(descriptorSet)) { + // TODO : This is where we should flag a REAL error + printf("DS ERROR : Specified Descriptor Set %p does not exist!\n", (void*)descriptorSet); + } + nextTable.BeginDescriptorSetUpdate(descriptorSet); +} + +XGL_LAYER_EXPORT XGL_VOID XGLAPI xglEndDescriptorSetUpdate(XGL_DESCRIPTOR_SET descriptorSet) +{ + if (!dsUpdate(descriptorSet)) { + // TODO : This is where we should flag a REAL error + printf("DS ERROR : You must call xglBeginDescriptorSetUpdate(%p) before this call to xglEndDescriptorSetUpdate()!\n", (void*)descriptorSet); + } + nextTable.EndDescriptorSetUpdate(descriptorSet); +} + +XGL_LAYER_EXPORT XGL_VOID XGLAPI xglAttachSamplerDescriptors(XGL_DESCRIPTOR_SET descriptorSet, XGL_UINT startSlot, XGL_UINT slotCount, const XGL_SAMPLER* pSamplers) +{ + if (!dsUpdate(descriptorSet)) { + // TODO : This is where we should flag a REAL error + printf("DS ERROR : You must call xglBeginDescriptorSetUpdate(%p) before this call to xglAttachSamplerDescriptors()!\n", (void*)descriptorSet); + } + else { + if (!dsSamplerMapping(descriptorSet, startSlot, slotCount, pSamplers)) + printf("DS ERROR : Unable to attach sampler descriptors to DS %p!\n", (void*)descriptorSet); + } + nextTable.AttachSamplerDescriptors(descriptorSet, startSlot, slotCount, pSamplers); +} + +XGL_LAYER_EXPORT XGL_VOID XGLAPI xglAttachImageViewDescriptors(XGL_DESCRIPTOR_SET descriptorSet, XGL_UINT startSlot, XGL_UINT slotCount, const XGL_IMAGE_VIEW_ATTACH_INFO* pImageViews) +{ + if (!dsUpdate(descriptorSet)) { + // TODO : This is where we should flag a REAL error + printf("DS ERROR : You must call xglBeginDescriptorSetUpdate(%p) before this call to xglAttachSamplerDescriptors()!\n", (void*)descriptorSet); + } + else { + if (!dsImageMapping(descriptorSet, startSlot, slotCount, pImageViews)) + printf("DS ERROR : Unable to attach image view descriptors to DS %p!\n", (void*)descriptorSet); + } + nextTable.AttachImageViewDescriptors(descriptorSet, startSlot, slotCount, pImageViews); +} + +XGL_LAYER_EXPORT XGL_VOID XGLAPI xglAttachMemoryViewDescriptors(XGL_DESCRIPTOR_SET descriptorSet, XGL_UINT startSlot, XGL_UINT slotCount, const XGL_MEMORY_VIEW_ATTACH_INFO* pMemViews) +{ + if (!dsUpdate(descriptorSet)) { + // TODO : This is where we should flag a REAL error + printf("DS ERROR : You must call xglBeginDescriptorSetUpdate(%p) before this call to xglAttachSamplerDescriptors()!\n", (void*)descriptorSet); + } + else { + if (!dsMemMapping(descriptorSet, startSlot, slotCount, pMemViews)) + printf("DS ERROR : Unable to attach memory view descriptors to DS %p!\n", (void*)descriptorSet); + } + nextTable.AttachMemoryViewDescriptors(descriptorSet, startSlot, slotCount, pMemViews); +} + +XGL_LAYER_EXPORT XGL_VOID XGLAPI xglAttachNestedDescriptors(XGL_DESCRIPTOR_SET descriptorSet, XGL_UINT startSlot, XGL_UINT slotCount, const XGL_DESCRIPTOR_SET_ATTACH_INFO* pNestedDescriptorSets) +{ + if (!dsUpdate(descriptorSet)) { + // TODO : This is where we should flag a REAL error + printf("DS ERROR : You must call xglBeginDescriptorSetUpdate(%p) before this call to xglAttachSamplerDescriptors()!\n", (void*)descriptorSet); + } + nextTable.AttachNestedDescriptors(descriptorSet, startSlot, slotCount, pNestedDescriptorSets); +} + +// TODO : Does xglBeginDescriptorSetUpdate() have to be called before this function? +XGL_LAYER_EXPORT XGL_VOID XGLAPI xglClearDescriptorSetSlots(XGL_DESCRIPTOR_SET descriptorSet, XGL_UINT startSlot, XGL_UINT slotCount) +{ + if (!dsUpdate(descriptorSet)) { + // TODO : This is where we should flag a REAL error + printf("DS ERROR : You must call xglBeginDescriptorSetUpdate(%p) before this call to xglClearDescriptorSetSlots()!\n", (void*)descriptorSet); + } + if (!clearDS(descriptorSet, startSlot, slotCount)) { + // TODO : This is where we should flag a REAL error + printf("DS ERROR : Unable to perform xglClearDescriptorSetSlots(%p, %u, %u) call!\n", descriptorSet, startSlot, slotCount); + } + nextTable.ClearDescriptorSetSlots(descriptorSet, startSlot, slotCount); +} + +XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglCreateViewportState(XGL_DEVICE device, const XGL_VIEWPORT_STATE_CREATE_INFO* pCreateInfo, XGL_VIEWPORT_STATE_OBJECT* pState) +{ + XGL_RESULT result = nextTable.CreateViewportState(device, pCreateInfo, pState); + return result; +} + +XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglCreateRasterState(XGL_DEVICE device, const XGL_RASTER_STATE_CREATE_INFO* pCreateInfo, XGL_RASTER_STATE_OBJECT* pState) +{ + XGL_RESULT result = nextTable.CreateRasterState(device, pCreateInfo, pState); + return result; +} + +XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglCreateMsaaState(XGL_DEVICE device, const XGL_MSAA_STATE_CREATE_INFO* pCreateInfo, XGL_MSAA_STATE_OBJECT* pState) +{ + XGL_RESULT result = nextTable.CreateMsaaState(device, pCreateInfo, pState); + return result; +} + +XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglCreateColorBlendState(XGL_DEVICE device, const XGL_COLOR_BLEND_STATE_CREATE_INFO* pCreateInfo, XGL_COLOR_BLEND_STATE_OBJECT* pState) +{ + XGL_RESULT result = nextTable.CreateColorBlendState(device, pCreateInfo, pState); + return result; +} + +XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglCreateDepthStencilState(XGL_DEVICE device, const XGL_DEPTH_STENCIL_STATE_CREATE_INFO* pCreateInfo, XGL_DEPTH_STENCIL_STATE_OBJECT* pState) +{ + XGL_RESULT result = nextTable.CreateDepthStencilState(device, pCreateInfo, pState); + return result; +} + +XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglCreateCommandBuffer(XGL_DEVICE device, const XGL_CMD_BUFFER_CREATE_INFO* pCreateInfo, XGL_CMD_BUFFER* pCmdBuffer) +{ + XGL_RESULT result = nextTable.CreateCommandBuffer(device, pCreateInfo, pCmdBuffer); + return result; +} + +XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglBeginCommandBuffer(XGL_CMD_BUFFER cmdBuffer, XGL_FLAGS flags) +{ + XGL_RESULT result = nextTable.BeginCommandBuffer(cmdBuffer, flags); + return result; +} + +XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglEndCommandBuffer(XGL_CMD_BUFFER cmdBuffer) +{ + XGL_RESULT result = nextTable.EndCommandBuffer(cmdBuffer); + return result; +} + +XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglResetCommandBuffer(XGL_CMD_BUFFER cmdBuffer) +{ + XGL_RESULT result = nextTable.ResetCommandBuffer(cmdBuffer); + return result; +} + +XGL_LAYER_EXPORT XGL_VOID XGLAPI xglCmdBindPipeline(XGL_CMD_BUFFER cmdBuffer, XGL_PIPELINE_BIND_POINT pipelineBindPoint, XGL_PIPELINE pipeline) +{ + if (getPipeline(pipeline)) { + lastBoundPipeline = pipeline; + } + else { + printf("DS ERROR : Attempt to bind Pipeline %p that doesn't exist!\n", (void*)pipeline); + } + nextTable.CmdBindPipeline(cmdBuffer, pipelineBindPoint, pipeline); +} + +XGL_LAYER_EXPORT XGL_VOID XGLAPI xglCmdBindPipelineDelta(XGL_CMD_BUFFER cmdBuffer, XGL_PIPELINE_BIND_POINT pipelineBindPoint, XGL_PIPELINE_DELTA delta) +{ + nextTable.CmdBindPipelineDelta(cmdBuffer, pipelineBindPoint, delta); +} + +XGL_LAYER_EXPORT XGL_VOID XGLAPI xglCmdBindStateObject(XGL_CMD_BUFFER cmdBuffer, XGL_STATE_BIND_POINT stateBindPoint, XGL_STATE_OBJECT state) +{ + nextTable.CmdBindStateObject(cmdBuffer, stateBindPoint, state); +} + +XGL_LAYER_EXPORT XGL_VOID XGLAPI xglCmdBindDescriptorSet(XGL_CMD_BUFFER cmdBuffer, XGL_PIPELINE_BIND_POINT pipelineBindPoint, XGL_UINT index, XGL_DESCRIPTOR_SET descriptorSet, XGL_UINT slotOffset) +{ + if (getDS(descriptorSet)) { + // TODO : Validate index + lastBoundDS[index] = descriptorSet; + } + else { + printf("DS ERROR : Attempt to bind DS %p that doesn't exist!\n", (void*)descriptorSet); + } + nextTable.CmdBindDescriptorSet(cmdBuffer, pipelineBindPoint, index, descriptorSet, slotOffset); +} + +XGL_LAYER_EXPORT XGL_VOID XGLAPI xglCmdBindDynamicMemoryView(XGL_CMD_BUFFER cmdBuffer, XGL_PIPELINE_BIND_POINT pipelineBindPoint, const XGL_MEMORY_VIEW_ATTACH_INFO* pMemView) +{ + nextTable.CmdBindDynamicMemoryView(cmdBuffer, pipelineBindPoint, pMemView); +} + +XGL_LAYER_EXPORT XGL_VOID XGLAPI xglCmdBindIndexData(XGL_CMD_BUFFER cmdBuffer, XGL_GPU_MEMORY mem, XGL_GPU_SIZE offset, XGL_INDEX_TYPE indexType) +{ + nextTable.CmdBindIndexData(cmdBuffer, mem, offset, indexType); +} + +XGL_LAYER_EXPORT XGL_VOID XGLAPI xglCmdBindAttachments(XGL_CMD_BUFFER cmdBuffer, XGL_UINT colorAttachmentCount, const XGL_COLOR_ATTACHMENT_BIND_INFO* pColorAttachments, const XGL_DEPTH_STENCIL_BIND_INFO* pDepthStencilAttachment) +{ + nextTable.CmdBindAttachments(cmdBuffer, colorAttachmentCount, pColorAttachments, pDepthStencilAttachment); +} + +XGL_LAYER_EXPORT XGL_VOID XGLAPI xglCmdPrepareMemoryRegions(XGL_CMD_BUFFER cmdBuffer, XGL_UINT transitionCount, const XGL_MEMORY_STATE_TRANSITION* pStateTransitions) +{ + nextTable.CmdPrepareMemoryRegions(cmdBuffer, transitionCount, pStateTransitions); +} + +XGL_LAYER_EXPORT XGL_VOID XGLAPI xglCmdPrepareImages(XGL_CMD_BUFFER cmdBuffer, XGL_UINT transitionCount, const XGL_IMAGE_STATE_TRANSITION* pStateTransitions) +{ + nextTable.CmdPrepareImages(cmdBuffer, transitionCount, pStateTransitions); +} + +XGL_LAYER_EXPORT XGL_VOID XGLAPI xglCmdDraw(XGL_CMD_BUFFER cmdBuffer, XGL_UINT firstVertex, XGL_UINT vertexCount, XGL_UINT firstInstance, XGL_UINT instanceCount) +{ + synchAndPrintDSConfig(); + nextTable.CmdDraw(cmdBuffer, firstVertex, vertexCount, firstInstance, instanceCount); +} + +XGL_LAYER_EXPORT XGL_VOID XGLAPI xglCmdDrawIndexed(XGL_CMD_BUFFER cmdBuffer, XGL_UINT firstIndex, XGL_UINT indexCount, XGL_INT vertexOffset, XGL_UINT firstInstance, XGL_UINT instanceCount) +{ + nextTable.CmdDrawIndexed(cmdBuffer, firstIndex, indexCount, vertexOffset, firstInstance, instanceCount); +} + +XGL_LAYER_EXPORT XGL_VOID XGLAPI xglCmdDrawIndirect(XGL_CMD_BUFFER cmdBuffer, XGL_GPU_MEMORY mem, XGL_GPU_SIZE offset, XGL_UINT32 count, XGL_UINT32 stride) +{ + nextTable.CmdDrawIndirect(cmdBuffer, mem, offset, count, stride); +} + +XGL_LAYER_EXPORT XGL_VOID XGLAPI xglCmdDrawIndexedIndirect(XGL_CMD_BUFFER cmdBuffer, XGL_GPU_MEMORY mem, XGL_GPU_SIZE offset, XGL_UINT32 count, XGL_UINT32 stride) +{ + nextTable.CmdDrawIndexedIndirect(cmdBuffer, mem, offset, count, stride); +} + +XGL_LAYER_EXPORT XGL_VOID XGLAPI xglCmdDispatch(XGL_CMD_BUFFER cmdBuffer, XGL_UINT x, XGL_UINT y, XGL_UINT z) +{ + nextTable.CmdDispatch(cmdBuffer, x, y, z); +} + +XGL_LAYER_EXPORT XGL_VOID XGLAPI xglCmdDispatchIndirect(XGL_CMD_BUFFER cmdBuffer, XGL_GPU_MEMORY mem, XGL_GPU_SIZE offset) +{ + nextTable.CmdDispatchIndirect(cmdBuffer, mem, offset); +} + +XGL_LAYER_EXPORT XGL_VOID XGLAPI xglCmdCopyMemory(XGL_CMD_BUFFER cmdBuffer, XGL_GPU_MEMORY srcMem, XGL_GPU_MEMORY destMem, XGL_UINT regionCount, const XGL_MEMORY_COPY* pRegions) +{ + nextTable.CmdCopyMemory(cmdBuffer, srcMem, destMem, regionCount, pRegions); +} + +XGL_LAYER_EXPORT XGL_VOID XGLAPI xglCmdCopyImage(XGL_CMD_BUFFER cmdBuffer, XGL_IMAGE srcImage, XGL_IMAGE destImage, XGL_UINT regionCount, const XGL_IMAGE_COPY* pRegions) +{ + nextTable.CmdCopyImage(cmdBuffer, srcImage, destImage, regionCount, pRegions); +} + +XGL_LAYER_EXPORT XGL_VOID XGLAPI xglCmdCopyMemoryToImage(XGL_CMD_BUFFER cmdBuffer, XGL_GPU_MEMORY srcMem, XGL_IMAGE destImage, XGL_UINT regionCount, const XGL_MEMORY_IMAGE_COPY* pRegions) +{ + nextTable.CmdCopyMemoryToImage(cmdBuffer, srcMem, destImage, regionCount, pRegions); +} + +XGL_LAYER_EXPORT XGL_VOID XGLAPI xglCmdCopyImageToMemory(XGL_CMD_BUFFER cmdBuffer, XGL_IMAGE srcImage, XGL_GPU_MEMORY destMem, XGL_UINT regionCount, const XGL_MEMORY_IMAGE_COPY* pRegions) +{ + nextTable.CmdCopyImageToMemory(cmdBuffer, srcImage, destMem, regionCount, pRegions); +} + +XGL_LAYER_EXPORT XGL_VOID XGLAPI xglCmdCloneImageData(XGL_CMD_BUFFER cmdBuffer, XGL_IMAGE srcImage, XGL_IMAGE_STATE srcImageState, XGL_IMAGE destImage, XGL_IMAGE_STATE destImageState) +{ + nextTable.CmdCloneImageData(cmdBuffer, srcImage, srcImageState, destImage, destImageState); +} + +XGL_LAYER_EXPORT XGL_VOID XGLAPI xglCmdUpdateMemory(XGL_CMD_BUFFER cmdBuffer, XGL_GPU_MEMORY destMem, XGL_GPU_SIZE destOffset, XGL_GPU_SIZE dataSize, const XGL_UINT32* pData) +{ + nextTable.CmdUpdateMemory(cmdBuffer, destMem, destOffset, dataSize, pData); +} + +XGL_LAYER_EXPORT XGL_VOID XGLAPI xglCmdFillMemory(XGL_CMD_BUFFER cmdBuffer, XGL_GPU_MEMORY destMem, XGL_GPU_SIZE destOffset, XGL_GPU_SIZE fillSize, XGL_UINT32 data) +{ + nextTable.CmdFillMemory(cmdBuffer, destMem, destOffset, fillSize, data); +} + +XGL_LAYER_EXPORT XGL_VOID XGLAPI xglCmdClearColorImage(XGL_CMD_BUFFER cmdBuffer, XGL_IMAGE image, const XGL_FLOAT color[4], XGL_UINT rangeCount, const XGL_IMAGE_SUBRESOURCE_RANGE* pRanges) +{ + nextTable.CmdClearColorImage(cmdBuffer, image, color, rangeCount, pRanges); +} + +XGL_LAYER_EXPORT XGL_VOID XGLAPI xglCmdClearColorImageRaw(XGL_CMD_BUFFER cmdBuffer, XGL_IMAGE image, const XGL_UINT32 color[4], XGL_UINT rangeCount, const XGL_IMAGE_SUBRESOURCE_RANGE* pRanges) +{ + nextTable.CmdClearColorImageRaw(cmdBuffer, image, color, rangeCount, pRanges); +} + +XGL_LAYER_EXPORT XGL_VOID XGLAPI xglCmdClearDepthStencil(XGL_CMD_BUFFER cmdBuffer, XGL_IMAGE image, XGL_FLOAT depth, XGL_UINT32 stencil, XGL_UINT rangeCount, const XGL_IMAGE_SUBRESOURCE_RANGE* pRanges) +{ + nextTable.CmdClearDepthStencil(cmdBuffer, image, depth, stencil, rangeCount, pRanges); +} + +XGL_LAYER_EXPORT XGL_VOID XGLAPI xglCmdResolveImage(XGL_CMD_BUFFER cmdBuffer, XGL_IMAGE srcImage, XGL_IMAGE destImage, XGL_UINT rectCount, const XGL_IMAGE_RESOLVE* pRects) +{ + nextTable.CmdResolveImage(cmdBuffer, srcImage, destImage, rectCount, pRects); +} + +XGL_LAYER_EXPORT XGL_VOID XGLAPI xglCmdSetEvent(XGL_CMD_BUFFER cmdBuffer, XGL_EVENT event) +{ + nextTable.CmdSetEvent(cmdBuffer, event); +} + +XGL_LAYER_EXPORT XGL_VOID XGLAPI xglCmdResetEvent(XGL_CMD_BUFFER cmdBuffer, XGL_EVENT event) +{ + nextTable.CmdResetEvent(cmdBuffer, event); +} + +XGL_LAYER_EXPORT XGL_VOID XGLAPI xglCmdMemoryAtomic(XGL_CMD_BUFFER cmdBuffer, XGL_GPU_MEMORY destMem, XGL_GPU_SIZE destOffset, XGL_UINT64 srcData, XGL_ATOMIC_OP atomicOp) +{ + nextTable.CmdMemoryAtomic(cmdBuffer, destMem, destOffset, srcData, atomicOp); +} + +XGL_LAYER_EXPORT XGL_VOID XGLAPI xglCmdBeginQuery(XGL_CMD_BUFFER cmdBuffer, XGL_QUERY_POOL queryPool, XGL_UINT slot, XGL_FLAGS flags) +{ + nextTable.CmdBeginQuery(cmdBuffer, queryPool, slot, flags); +} + +XGL_LAYER_EXPORT XGL_VOID XGLAPI xglCmdEndQuery(XGL_CMD_BUFFER cmdBuffer, XGL_QUERY_POOL queryPool, XGL_UINT slot) +{ + nextTable.CmdEndQuery(cmdBuffer, queryPool, slot); +} + +XGL_LAYER_EXPORT XGL_VOID XGLAPI xglCmdResetQueryPool(XGL_CMD_BUFFER cmdBuffer, XGL_QUERY_POOL queryPool, XGL_UINT startQuery, XGL_UINT queryCount) +{ + nextTable.CmdResetQueryPool(cmdBuffer, queryPool, startQuery, queryCount); +} + +XGL_LAYER_EXPORT XGL_VOID XGLAPI xglCmdWriteTimestamp(XGL_CMD_BUFFER cmdBuffer, XGL_TIMESTAMP_TYPE timestampType, XGL_GPU_MEMORY destMem, XGL_GPU_SIZE destOffset) +{ + nextTable.CmdWriteTimestamp(cmdBuffer, timestampType, destMem, destOffset); +} + +XGL_LAYER_EXPORT XGL_VOID XGLAPI xglCmdInitAtomicCounters(XGL_CMD_BUFFER cmdBuffer, XGL_PIPELINE_BIND_POINT pipelineBindPoint, XGL_UINT startCounter, XGL_UINT counterCount, const XGL_UINT32* pData) +{ + nextTable.CmdInitAtomicCounters(cmdBuffer, pipelineBindPoint, startCounter, counterCount, pData); +} + +XGL_LAYER_EXPORT XGL_VOID XGLAPI xglCmdLoadAtomicCounters(XGL_CMD_BUFFER cmdBuffer, XGL_PIPELINE_BIND_POINT pipelineBindPoint, XGL_UINT startCounter, XGL_UINT counterCount, XGL_GPU_MEMORY srcMem, XGL_GPU_SIZE srcOffset) +{ + nextTable.CmdLoadAtomicCounters(cmdBuffer, pipelineBindPoint, startCounter, counterCount, srcMem, srcOffset); +} + +XGL_LAYER_EXPORT XGL_VOID XGLAPI xglCmdSaveAtomicCounters(XGL_CMD_BUFFER cmdBuffer, XGL_PIPELINE_BIND_POINT pipelineBindPoint, XGL_UINT startCounter, XGL_UINT counterCount, XGL_GPU_MEMORY destMem, XGL_GPU_SIZE destOffset) +{ + nextTable.CmdSaveAtomicCounters(cmdBuffer, pipelineBindPoint, startCounter, counterCount, destMem, destOffset); +} + +XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglDbgSetValidationLevel(XGL_DEVICE device, XGL_VALIDATION_LEVEL validationLevel) +{ + XGL_RESULT result = nextTable.DbgSetValidationLevel(device, validationLevel); + return result; +} + +XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglDbgRegisterMsgCallback(XGL_DBG_MSG_CALLBACK_FUNCTION pfnMsgCallback, XGL_VOID* pUserData) +{ + XGL_RESULT result = nextTable.DbgRegisterMsgCallback(pfnMsgCallback, pUserData); + return result; +} + +XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglDbgUnregisterMsgCallback(XGL_DBG_MSG_CALLBACK_FUNCTION pfnMsgCallback) +{ + XGL_RESULT result = nextTable.DbgUnregisterMsgCallback(pfnMsgCallback); + return result; +} + +XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglDbgSetMessageFilter(XGL_DEVICE device, XGL_INT msgCode, XGL_DBG_MSG_FILTER filter) +{ + XGL_RESULT result = nextTable.DbgSetMessageFilter(device, msgCode, filter); + return result; +} + +XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglDbgSetObjectTag(XGL_BASE_OBJECT object, XGL_SIZE tagSize, const XGL_VOID* pTag) +{ + XGL_RESULT result = nextTable.DbgSetObjectTag(object, tagSize, pTag); + return result; +} + +XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglDbgSetGlobalOption(XGL_DBG_GLOBAL_OPTION dbgOption, XGL_SIZE dataSize, const XGL_VOID* pData) +{ + XGL_RESULT result = nextTable.DbgSetGlobalOption(dbgOption, dataSize, pData); + return result; +} + +XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglDbgSetDeviceOption(XGL_DEVICE device, XGL_DBG_DEVICE_OPTION dbgOption, XGL_SIZE dataSize, const XGL_VOID* pData) +{ + XGL_RESULT result = nextTable.DbgSetDeviceOption(device, dbgOption, dataSize, pData); + return result; +} + +XGL_LAYER_EXPORT XGL_VOID XGLAPI xglCmdDbgMarkerBegin(XGL_CMD_BUFFER cmdBuffer, const XGL_CHAR* pMarker) +{ + nextTable.CmdDbgMarkerBegin(cmdBuffer, pMarker); +} + +XGL_LAYER_EXPORT XGL_VOID XGLAPI xglCmdDbgMarkerEnd(XGL_CMD_BUFFER cmdBuffer) +{ + nextTable.CmdDbgMarkerEnd(cmdBuffer); +} + +XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglWsiX11AssociateConnection(XGL_PHYSICAL_GPU gpu, const XGL_WSI_X11_CONNECTION_INFO* pConnectionInfo) +{ + XGL_BASE_LAYER_OBJECT* gpuw = (XGL_BASE_LAYER_OBJECT *) gpu; + printf("At start of layered WsiX11AssociateConnection\n"); + pCurObj = gpuw; + pthread_once(&tabOnce, initLayerTable); + XGL_RESULT result = nextTable.WsiX11AssociateConnection((XGL_PHYSICAL_GPU)gpuw->nextObject, pConnectionInfo); + printf("Completed layered WsiX11AssociateConnection\n"); + return result; +} + +XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglWsiX11GetMSC(XGL_DEVICE device, xcb_randr_crtc_t crtc, XGL_UINT64* pMsc) +{ + XGL_RESULT result = nextTable.WsiX11GetMSC(device, crtc, pMsc); + return result; +} + +XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglWsiX11CreatePresentableImage(XGL_DEVICE device, const XGL_WSI_X11_PRESENTABLE_IMAGE_CREATE_INFO* pCreateInfo, XGL_IMAGE* pImage, XGL_GPU_MEMORY* pMem) +{ + XGL_RESULT result = nextTable.WsiX11CreatePresentableImage(device, pCreateInfo, pImage, pMem); + return result; +} + +XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglWsiX11QueuePresent(XGL_QUEUE queue, const XGL_WSI_X11_PRESENT_INFO* pPresentInfo, XGL_FENCE fence) +{ + XGL_RESULT result = nextTable.WsiX11QueuePresent(queue, pPresentInfo, fence); + return result; +} + +XGL_LAYER_EXPORT XGL_VOID* XGLAPI xglGetProcAddr(XGL_PHYSICAL_GPU gpu, const XGL_CHAR* funcName) +{ + XGL_BASE_LAYER_OBJECT* gpuw = (XGL_BASE_LAYER_OBJECT *) gpu; + if (gpu == NULL) + return NULL; + pCurObj = gpuw; + pthread_once(&tabOnce, initLayerTable); + + if (!strncmp("xglGetProcAddr", (const char *) funcName, sizeof("xglGetProcAddr"))) + return xglGetProcAddr; + else if (!strncmp("xglInitAndEnumerateGpus", (const char *) funcName, sizeof("xglInitAndEnumerateGpus"))) + return nextTable.InitAndEnumerateGpus; + else if (!strncmp("xglGetGpuInfo", (const char *) funcName, sizeof("xglGetGpuInfo"))) + return xglGetGpuInfo; + else if (!strncmp("xglCreateDevice", (const char *) funcName, sizeof("xglCreateDevice"))) + return xglCreateDevice; + else if (!strncmp("xglDestroyDevice", (const char *) funcName, sizeof("xglDestroyDevice"))) + return xglDestroyDevice; + else if (!strncmp("xglGetExtensionSupport", (const char *) funcName, sizeof("xglGetExtensionSupport"))) + return xglGetExtensionSupport; + else if (!strncmp("xglEnumerateLayers", (const char *) funcName, sizeof("xglEnumerateLayers"))) + return xglEnumerateLayers; + else if (!strncmp("xglGetDeviceQueue", (const char *) funcName, sizeof("xglGetDeviceQueue"))) + return xglGetDeviceQueue; + else if (!strncmp("xglQueueSubmit", (const char *) funcName, sizeof("xglQueueSubmit"))) + return xglQueueSubmit; + else if (!strncmp("xglQueueSetGlobalMemReferences", (const char *) funcName, sizeof("xglQueueSetGlobalMemReferences"))) + return xglQueueSetGlobalMemReferences; + else if (!strncmp("xglQueueWaitIdle", (const char *) funcName, sizeof("xglQueueWaitIdle"))) + return xglQueueWaitIdle; + else if (!strncmp("xglDeviceWaitIdle", (const char *) funcName, sizeof("xglDeviceWaitIdle"))) + return xglDeviceWaitIdle; + else if (!strncmp("xglGetMemoryHeapCount", (const char *) funcName, sizeof("xglGetMemoryHeapCount"))) + return xglGetMemoryHeapCount; + else if (!strncmp("xglGetMemoryHeapInfo", (const char *) funcName, sizeof("xglGetMemoryHeapInfo"))) + return xglGetMemoryHeapInfo; + else if (!strncmp("xglAllocMemory", (const char *) funcName, sizeof("xglAllocMemory"))) + return xglAllocMemory; + else if (!strncmp("xglFreeMemory", (const char *) funcName, sizeof("xglFreeMemory"))) + return xglFreeMemory; + else if (!strncmp("xglSetMemoryPriority", (const char *) funcName, sizeof("xglSetMemoryPriority"))) + return xglSetMemoryPriority; + else if (!strncmp("xglMapMemory", (const char *) funcName, sizeof("xglMapMemory"))) + return xglMapMemory; + else if (!strncmp("xglUnmapMemory", (const char *) funcName, sizeof("xglUnmapMemory"))) + return xglUnmapMemory; + else if (!strncmp("xglPinSystemMemory", (const char *) funcName, sizeof("xglPinSystemMemory"))) + return xglPinSystemMemory; + else if (!strncmp("xglRemapVirtualMemoryPages", (const char *) funcName, sizeof("xglRemapVirtualMemoryPages"))) + return xglRemapVirtualMemoryPages; + else if (!strncmp("xglGetMultiGpuCompatibility", (const char *) funcName, sizeof("xglGetMultiGpuCompatibility"))) + return xglGetMultiGpuCompatibility; + else if (!strncmp("xglOpenSharedMemory", (const char *) funcName, sizeof("xglOpenSharedMemory"))) + return xglOpenSharedMemory; + else if (!strncmp("xglOpenSharedQueueSemaphore", (const char *) funcName, sizeof("xglOpenSharedQueueSemaphore"))) + return xglOpenSharedQueueSemaphore; + else if (!strncmp("xglOpenPeerMemory", (const char *) funcName, sizeof("xglOpenPeerMemory"))) + return xglOpenPeerMemory; + else if (!strncmp("xglOpenPeerImage", (const char *) funcName, sizeof("xglOpenPeerImage"))) + return xglOpenPeerImage; + else if (!strncmp("xglDestroyObject", (const char *) funcName, sizeof("xglDestroyObject"))) + return xglDestroyObject; + else if (!strncmp("xglGetObjectInfo", (const char *) funcName, sizeof("xglGetObjectInfo"))) + return xglGetObjectInfo; + else if (!strncmp("xglBindObjectMemory", (const char *) funcName, sizeof("xglBindObjectMemory"))) + return xglBindObjectMemory; + else if (!strncmp("xglCreateFence", (const char *) funcName, sizeof("xglCreateFence"))) + return xglCreateFence; + else if (!strncmp("xglGetFenceStatus", (const char *) funcName, sizeof("xglGetFenceStatus"))) + return xglGetFenceStatus; + else if (!strncmp("xglWaitForFences", (const char *) funcName, sizeof("xglWaitForFences"))) + return xglWaitForFences; + else if (!strncmp("xglCreateQueueSemaphore", (const char *) funcName, sizeof("xglCreateQueueSemaphore"))) + return xglCreateQueueSemaphore; + else if (!strncmp("xglSignalQueueSemaphore", (const char *) funcName, sizeof("xglSignalQueueSemaphore"))) + return xglSignalQueueSemaphore; + else if (!strncmp("xglWaitQueueSemaphore", (const char *) funcName, sizeof("xglWaitQueueSemaphore"))) + return xglWaitQueueSemaphore; + else if (!strncmp("xglCreateEvent", (const char *) funcName, sizeof("xglCreateEvent"))) + return xglCreateEvent; + else if (!strncmp("xglGetEventStatus", (const char *) funcName, sizeof("xglGetEventStatus"))) + return xglGetEventStatus; + else if (!strncmp("xglSetEvent", (const char *) funcName, sizeof("xglSetEvent"))) + return xglSetEvent; + else if (!strncmp("xglResetEvent", (const char *) funcName, sizeof("xglResetEvent"))) + return xglResetEvent; + else if (!strncmp("xglCreateQueryPool", (const char *) funcName, sizeof("xglCreateQueryPool"))) + return xglCreateQueryPool; + else if (!strncmp("xglGetQueryPoolResults", (const char *) funcName, sizeof("xglGetQueryPoolResults"))) + return xglGetQueryPoolResults; + else if (!strncmp("xglGetFormatInfo", (const char *) funcName, sizeof("xglGetFormatInfo"))) + return xglGetFormatInfo; + else if (!strncmp("xglCreateImage", (const char *) funcName, sizeof("xglCreateImage"))) + return xglCreateImage; + else if (!strncmp("xglGetImageSubresourceInfo", (const char *) funcName, sizeof("xglGetImageSubresourceInfo"))) + return xglGetImageSubresourceInfo; + else if (!strncmp("xglCreateImageView", (const char *) funcName, sizeof("xglCreateImageView"))) + return xglCreateImageView; + else if (!strncmp("xglCreateColorAttachmentView", (const char *) funcName, sizeof("xglCreateColorAttachmentView"))) + return xglCreateColorAttachmentView; + else if (!strncmp("xglCreateDepthStencilView", (const char *) funcName, sizeof("xglCreateDepthStencilView"))) + return xglCreateDepthStencilView; + else if (!strncmp("xglCreateShader", (const char *) funcName, sizeof("xglCreateShader"))) + return xglCreateShader; + else if (!strncmp("xglCreateGraphicsPipeline", (const char *) funcName, sizeof("xglCreateGraphicsPipeline"))) + return xglCreateGraphicsPipeline; + else if (!strncmp("xglCreateComputePipeline", (const char *) funcName, sizeof("xglCreateComputePipeline"))) + return xglCreateComputePipeline; + else if (!strncmp("xglStorePipeline", (const char *) funcName, sizeof("xglStorePipeline"))) + return xglStorePipeline; + else if (!strncmp("xglLoadPipeline", (const char *) funcName, sizeof("xglLoadPipeline"))) + return xglLoadPipeline; + else if (!strncmp("xglCreatePipelineDelta", (const char *) funcName, sizeof("xglCreatePipelineDelta"))) + return xglCreatePipelineDelta; + else if (!strncmp("xglCreateSampler", (const char *) funcName, sizeof("xglCreateSampler"))) + return xglCreateSampler; + else if (!strncmp("xglCreateDescriptorSet", (const char *) funcName, sizeof("xglCreateDescriptorSet"))) + return xglCreateDescriptorSet; + else if (!strncmp("xglBeginDescriptorSetUpdate", (const char *) funcName, sizeof("xglBeginDescriptorSetUpdate"))) + return xglBeginDescriptorSetUpdate; + else if (!strncmp("xglEndDescriptorSetUpdate", (const char *) funcName, sizeof("xglEndDescriptorSetUpdate"))) + return xglEndDescriptorSetUpdate; + else if (!strncmp("xglAttachSamplerDescriptors", (const char *) funcName, sizeof("xglAttachSamplerDescriptors"))) + return xglAttachSamplerDescriptors; + else if (!strncmp("xglAttachImageViewDescriptors", (const char *) funcName, sizeof("xglAttachImageViewDescriptors"))) + return xglAttachImageViewDescriptors; + else if (!strncmp("xglAttachMemoryViewDescriptors", (const char *) funcName, sizeof("xglAttachMemoryViewDescriptors"))) + return xglAttachMemoryViewDescriptors; + else if (!strncmp("xglAttachNestedDescriptors", (const char *) funcName, sizeof("xglAttachNestedDescriptors"))) + return xglAttachNestedDescriptors; + else if (!strncmp("xglClearDescriptorSetSlots", (const char *) funcName, sizeof("xglClearDescriptorSetSlots"))) + return xglClearDescriptorSetSlots; + else if (!strncmp("xglCreateViewportState", (const char *) funcName, sizeof("xglCreateViewportState"))) + return xglCreateViewportState; + else if (!strncmp("xglCreateRasterState", (const char *) funcName, sizeof("xglCreateRasterState"))) + return xglCreateRasterState; + else if (!strncmp("xglCreateMsaaState", (const char *) funcName, sizeof("xglCreateMsaaState"))) + return xglCreateMsaaState; + else if (!strncmp("xglCreateColorBlendState", (const char *) funcName, sizeof("xglCreateColorBlendState"))) + return xglCreateColorBlendState; + else if (!strncmp("xglCreateDepthStencilState", (const char *) funcName, sizeof("xglCreateDepthStencilState"))) + return xglCreateDepthStencilState; + else if (!strncmp("xglCreateCommandBuffer", (const char *) funcName, sizeof("xglCreateCommandBuffer"))) + return xglCreateCommandBuffer; + else if (!strncmp("xglBeginCommandBuffer", (const char *) funcName, sizeof("xglBeginCommandBuffer"))) + return xglBeginCommandBuffer; + else if (!strncmp("xglEndCommandBuffer", (const char *) funcName, sizeof("xglEndCommandBuffer"))) + return xglEndCommandBuffer; + else if (!strncmp("xglResetCommandBuffer", (const char *) funcName, sizeof("xglResetCommandBuffer"))) + return xglResetCommandBuffer; + else if (!strncmp("xglCmdBindPipeline", (const char *) funcName, sizeof("xglCmdBindPipeline"))) + return xglCmdBindPipeline; + else if (!strncmp("xglCmdBindPipelineDelta", (const char *) funcName, sizeof("xglCmdBindPipelineDelta"))) + return xglCmdBindPipelineDelta; + else if (!strncmp("xglCmdBindStateObject", (const char *) funcName, sizeof("xglCmdBindStateObject"))) + return xglCmdBindStateObject; + else if (!strncmp("xglCmdBindDescriptorSet", (const char *) funcName, sizeof("xglCmdBindDescriptorSet"))) + return xglCmdBindDescriptorSet; + else if (!strncmp("xglCmdBindDynamicMemoryView", (const char *) funcName, sizeof("xglCmdBindDynamicMemoryView"))) + return xglCmdBindDynamicMemoryView; + else if (!strncmp("xglCmdBindIndexData", (const char *) funcName, sizeof("xglCmdBindIndexData"))) + return xglCmdBindIndexData; + else if (!strncmp("xglCmdBindAttachments", (const char *) funcName, sizeof("xglCmdBindAttachments"))) + return xglCmdBindAttachments; + else if (!strncmp("xglCmdPrepareMemoryRegions", (const char *) funcName, sizeof("xglCmdPrepareMemoryRegions"))) + return xglCmdPrepareMemoryRegions; + else if (!strncmp("xglCmdPrepareImages", (const char *) funcName, sizeof("xglCmdPrepareImages"))) + return xglCmdPrepareImages; + else if (!strncmp("xglCmdDraw", (const char *) funcName, sizeof("xglCmdDraw"))) + return xglCmdDraw; + else if (!strncmp("xglCmdDrawIndexed", (const char *) funcName, sizeof("xglCmdDrawIndexed"))) + return xglCmdDrawIndexed; + else if (!strncmp("xglCmdDrawIndirect", (const char *) funcName, sizeof("xglCmdDrawIndirect"))) + return xglCmdDrawIndirect; + else if (!strncmp("xglCmdDrawIndexedIndirect", (const char *) funcName, sizeof("xglCmdDrawIndexedIndirect"))) + return xglCmdDrawIndexedIndirect; + else if (!strncmp("xglCmdDispatch", (const char *) funcName, sizeof("xglCmdDispatch"))) + return xglCmdDispatch; + else if (!strncmp("xglCmdDispatchIndirect", (const char *) funcName, sizeof("xglCmdDispatchIndirect"))) + return xglCmdDispatchIndirect; + else if (!strncmp("xglCmdCopyMemory", (const char *) funcName, sizeof("xglCmdCopyMemory"))) + return xglCmdCopyMemory; + else if (!strncmp("xglCmdCopyImage", (const char *) funcName, sizeof("xglCmdCopyImage"))) + return xglCmdCopyImage; + else if (!strncmp("xglCmdCopyMemoryToImage", (const char *) funcName, sizeof("xglCmdCopyMemoryToImage"))) + return xglCmdCopyMemoryToImage; + else if (!strncmp("xglCmdCopyImageToMemory", (const char *) funcName, sizeof("xglCmdCopyImageToMemory"))) + return xglCmdCopyImageToMemory; + else if (!strncmp("xglCmdCloneImageData", (const char *) funcName, sizeof("xglCmdCloneImageData"))) + return xglCmdCloneImageData; + else if (!strncmp("xglCmdUpdateMemory", (const char *) funcName, sizeof("xglCmdUpdateMemory"))) + return xglCmdUpdateMemory; + else if (!strncmp("xglCmdFillMemory", (const char *) funcName, sizeof("xglCmdFillMemory"))) + return xglCmdFillMemory; + else if (!strncmp("xglCmdClearColorImage", (const char *) funcName, sizeof("xglCmdClearColorImage"))) + return xglCmdClearColorImage; + else if (!strncmp("xglCmdClearColorImageRaw", (const char *) funcName, sizeof("xglCmdClearColorImageRaw"))) + return xglCmdClearColorImageRaw; + else if (!strncmp("xglCmdClearDepthStencil", (const char *) funcName, sizeof("xglCmdClearDepthStencil"))) + return xglCmdClearDepthStencil; + else if (!strncmp("xglCmdResolveImage", (const char *) funcName, sizeof("xglCmdResolveImage"))) + return xglCmdResolveImage; + else if (!strncmp("xglCmdSetEvent", (const char *) funcName, sizeof("xglCmdSetEvent"))) + return xglCmdSetEvent; + else if (!strncmp("xglCmdResetEvent", (const char *) funcName, sizeof("xglCmdResetEvent"))) + return xglCmdResetEvent; + else if (!strncmp("xglCmdMemoryAtomic", (const char *) funcName, sizeof("xglCmdMemoryAtomic"))) + return xglCmdMemoryAtomic; + else if (!strncmp("xglCmdBeginQuery", (const char *) funcName, sizeof("xglCmdBeginQuery"))) + return xglCmdBeginQuery; + else if (!strncmp("xglCmdEndQuery", (const char *) funcName, sizeof("xglCmdEndQuery"))) + return xglCmdEndQuery; + else if (!strncmp("xglCmdResetQueryPool", (const char *) funcName, sizeof("xglCmdResetQueryPool"))) + return xglCmdResetQueryPool; + else if (!strncmp("xglCmdWriteTimestamp", (const char *) funcName, sizeof("xglCmdWriteTimestamp"))) + return xglCmdWriteTimestamp; + else if (!strncmp("xglCmdInitAtomicCounters", (const char *) funcName, sizeof("xglCmdInitAtomicCounters"))) + return xglCmdInitAtomicCounters; + else if (!strncmp("xglCmdLoadAtomicCounters", (const char *) funcName, sizeof("xglCmdLoadAtomicCounters"))) + return xglCmdLoadAtomicCounters; + else if (!strncmp("xglCmdSaveAtomicCounters", (const char *) funcName, sizeof("xglCmdSaveAtomicCounters"))) + return xglCmdSaveAtomicCounters; + else if (!strncmp("xglDbgSetValidationLevel", (const char *) funcName, sizeof("xglDbgSetValidationLevel"))) + return xglDbgSetValidationLevel; + else if (!strncmp("xglDbgRegisterMsgCallback", (const char *) funcName, sizeof("xglDbgRegisterMsgCallback"))) + return xglDbgRegisterMsgCallback; + else if (!strncmp("xglDbgUnregisterMsgCallback", (const char *) funcName, sizeof("xglDbgUnregisterMsgCallback"))) + return xglDbgUnregisterMsgCallback; + else if (!strncmp("xglDbgSetMessageFilter", (const char *) funcName, sizeof("xglDbgSetMessageFilter"))) + return xglDbgSetMessageFilter; + else if (!strncmp("xglDbgSetObjectTag", (const char *) funcName, sizeof("xglDbgSetObjectTag"))) + return xglDbgSetObjectTag; + else if (!strncmp("xglDbgSetGlobalOption", (const char *) funcName, sizeof("xglDbgSetGlobalOption"))) + return xglDbgSetGlobalOption; + else if (!strncmp("xglDbgSetDeviceOption", (const char *) funcName, sizeof("xglDbgSetDeviceOption"))) + return xglDbgSetDeviceOption; + else if (!strncmp("xglCmdDbgMarkerBegin", (const char *) funcName, sizeof("xglCmdDbgMarkerBegin"))) + return xglCmdDbgMarkerBegin; + else if (!strncmp("xglCmdDbgMarkerEnd", (const char *) funcName, sizeof("xglCmdDbgMarkerEnd"))) + return xglCmdDbgMarkerEnd; + else if (!strncmp("xglWsiX11AssociateConnection", (const char *) funcName, sizeof("xglWsiX11AssociateConnection"))) + return xglWsiX11AssociateConnection; + else if (!strncmp("xglWsiX11GetMSC", (const char *) funcName, sizeof("xglWsiX11GetMSC"))) + return xglWsiX11GetMSC; + else if (!strncmp("xglWsiX11CreatePresentableImage", (const char *) funcName, sizeof("xglWsiX11CreatePresentableImage"))) + return xglWsiX11CreatePresentableImage; + else if (!strncmp("xglWsiX11QueuePresent", (const char *) funcName, sizeof("xglWsiX11QueuePresent"))) + return xglWsiX11QueuePresent; + else { + XGL_BASE_LAYER_OBJECT* gpuw = (XGL_BASE_LAYER_OBJECT *) gpu; + if (gpuw->pGPA == NULL) + return NULL; + return gpuw->pGPA(gpuw->nextObject, funcName); + } +} + |
