diff options
Diffstat (limited to 'layers/mem_tracker.cpp')
| -rw-r--r-- | layers/mem_tracker.cpp | 1840 |
1 files changed, 1840 insertions, 0 deletions
diff --git a/layers/mem_tracker.cpp b/layers/mem_tracker.cpp new file mode 100644 index 00000000..7a02581c --- /dev/null +++ b/layers/mem_tracker.cpp @@ -0,0 +1,1840 @@ +/* + * Vulkan + * + * Copyright (C) 2015 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 <inttypes.h> +#include <stdio.h> +#include <stdlib.h> +#include <string.h> +#include <assert.h> +#include <list> +#include <map> +using namespace std; + +#include "loader_platform.h" +#include "xgl_dispatch_table_helper.h" +#include "xgl_struct_string_helper_cpp.h" +#include "mem_tracker.h" +#include "layers_config.h" +// The following is #included again to catch certain OS-specific functions +// being used: +#include "loader_platform.h" +#include "layers_msg.h" + +static XGL_LAYER_DISPATCH_TABLE nextTable; +static XGL_BASE_LAYER_OBJECT *pCurObj; +static LOADER_PLATFORM_THREAD_ONCE_DECLARATION(g_initOnce); +// TODO : This can be much smarter, using separate locks for separate global data +static int globalLockInitialized = 0; +static loader_platform_thread_mutex globalLock; + +#define MAX_BINDING 0xFFFFFFFF + +map<XGL_CMD_BUFFER, GLOBAL_CB_NODE*> cbMap; +map<XGL_GPU_MEMORY, GLOBAL_MEM_OBJ_NODE*> memObjMap; +map<XGL_OBJECT, GLOBAL_OBJECT_NODE*> objectMap; +map<uint64_t, GLOBAL_FENCE_NODE*> fenceMap; // Map fenceId to fence node + +// TODO : Add support for per-queue and per-device fence completion +static uint64_t g_currentFenceId = 1; +static uint64_t g_lastRetiredId = 0; +static XGL_DEVICE globalDevice = NULL; + +// Add new CB node for this cb to map container +static void insertGlobalCB(const XGL_CMD_BUFFER cb) +{ + GLOBAL_CB_NODE* pTrav = new GLOBAL_CB_NODE; + memset(pTrav, 0, (sizeof(GLOBAL_CB_NODE) - sizeof(list<XGL_GPU_MEMORY>))); + pTrav->cmdBuffer = cb; + cbMap[cb] = pTrav; +} + +// Return ptr to node in CB map, or NULL if not found +static GLOBAL_CB_NODE* getGlobalCBNode(const XGL_CMD_BUFFER cb) +{ + GLOBAL_CB_NODE* pCBNode = NULL; + if (cbMap.find(cb) != cbMap.end()) { + pCBNode = cbMap[cb]; + } + return pCBNode; +} + +// Add a fence, creating one if necessary to our list of fences/fenceIds +static uint64_t addFenceNode(XGL_FENCE fence) +{ + // Create fence node + GLOBAL_FENCE_NODE* pFenceNode = new GLOBAL_FENCE_NODE; + memset(pFenceNode, 0, sizeof(GLOBAL_FENCE_NODE)); + // If no fence, create an internal fence to track the submissions + if (fence == NULL) { + XGL_FENCE_CREATE_INFO fci; + fci.sType = XGL_STRUCTURE_TYPE_FENCE_CREATE_INFO; + fci.pNext = NULL; + fci.flags = 0; + nextTable.CreateFence(globalDevice, &fci, &pFenceNode->fence); + pFenceNode->localFence = XGL_TRUE; + } else { + pFenceNode->localFence = XGL_FALSE; + pFenceNode->fence = fence; + } + uint64_t fenceId = g_currentFenceId++; + fenceMap[fenceId] = pFenceNode; + return fenceId; +} + +// Remove a node from our list of fences/fenceIds +static void deleteFenceNode(uint64_t fenceId) +{ + if (fenceId != 0) { + if (fenceMap.find(fenceId) != fenceMap.end()) { + GLOBAL_FENCE_NODE* pDelNode = fenceMap[fenceId]; + if (pDelNode->localFence == XGL_TRUE) { + nextTable.DestroyObject(pDelNode->fence); + } + delete pDelNode; + fenceMap.erase(fenceId); + } + } +} + +// Search through list for this fence, deleting all nodes before it (with lower IDs) and updating lastRetiredId +static void updateFenceTracking(XGL_FENCE fence) +{ + GLOBAL_FENCE_NODE *pCurFenceNode = NULL; + uint64_t fenceId = 0; + + for (map<uint64_t, GLOBAL_FENCE_NODE*>::iterator ii=fenceMap.begin(); ii!=fenceMap.end(); ++ii) { + if (fence == ((*ii).second)->fence) { + g_lastRetiredId = (*ii).first; + } else { + deleteFenceNode((*ii).first); + } + } +} + +// Utility function that determines if a fenceId has been retired yet +static bool32_t fenceRetired(uint64_t fenceId) +{ + bool32_t result = XGL_FALSE; + if (fenceId <= g_lastRetiredId) { + result = XGL_TRUE; + } + return result; +} + +// Return the fence associated with a fenceId +static XGL_FENCE getFenceFromId(uint64_t fenceId) +{ + XGL_FENCE fence = NULL; + if (fenceId != 0) { + // Search for a node with this fenceId + if (fenceId > g_lastRetiredId) { + if (fenceMap.find(fenceId) != fenceMap.end()) { + fence = (fenceMap[fenceId])->fence; + } + } + } + return fence; +} + +// Helper routine that updates the fence list to all-retired, as for Queue/DeviceWaitIdle +static void retireAllFences(void) +{ + // In this case, we go throught the whole list, retiring each node and update the global retired ID until the list is empty + GLOBAL_FENCE_NODE* pDelNode = NULL; + for (map<uint64_t, GLOBAL_FENCE_NODE*>::iterator ii=fenceMap.begin(); ii!=fenceMap.end(); ++ii) { + g_lastRetiredId = (*ii).first; + deleteFenceNode((*ii).first); + } +} + +static bool32_t validateCBMemRef(const XGL_CMD_BUFFER cb, uint32_t memRefCount, const XGL_MEMORY_REF* pMemRefs) +{ + bool32_t result = XGL_TRUE; + GLOBAL_CB_NODE* pTrav = getGlobalCBNode(cb); + if (!pTrav) { + char str[1024]; + sprintf(str, "Unable to find node for CB %p in order to check memory references", (void*)cb); + layerCbMsg(XGL_DBG_MSG_ERROR, XGL_VALIDATION_LEVEL_0, cb, 0, MEMTRACK_INVALID_CB, "MEM", str); + result = XGL_FALSE; + } else { + // Validate that all actual references are accounted for in pMemRefs + uint32_t i; + uint8_t found = 0; + uint64_t foundCount = 0; + + for (list<XGL_GPU_MEMORY>::iterator it = pTrav->pMemObjList.begin(); it != pTrav->pMemObjList.end(); ++it) { + for (i = 0; i < memRefCount; i++) { + if ((*it) == pMemRefs[i].mem) { + char str[1024]; + sprintf(str, "Found Mem Obj %p binding to CB %p", (*it), cb); + layerCbMsg(XGL_DBG_MSG_UNKNOWN, XGL_VALIDATION_LEVEL_0, cb, 0, MEMTRACK_NONE, "MEM", str); + found = 1; + foundCount++; + break; + } + } + if (!found) { + char str[1024]; + sprintf(str, "Memory reference list for Command Buffer %p is missing ref to mem obj %p", cb, (*it)); + layerCbMsg(XGL_DBG_MSG_ERROR, XGL_VALIDATION_LEVEL_0, cb, 0, MEMTRACK_CB_MISSING_MEM_REF, "MEM", str); + result = XGL_FALSE; + } + found = 0; + } + + if (result == XGL_TRUE) { + char str[1024]; + sprintf(str, "Verified all %lu memory dependencies for CB %p are included in pMemRefs list", foundCount, cb); + layerCbMsg(XGL_DBG_MSG_UNKNOWN, XGL_VALIDATION_LEVEL_0, cb, 0, MEMTRACK_NONE, "MEM", str); + // TODO : Could report mem refs in pMemRefs that AREN'T in mem list, that would be primarily informational + // Currently just noting that there is a difference + if (foundCount != memRefCount) { + sprintf(str, "There are %u mem refs included in pMemRefs list, but only %lu are required", memRefCount, foundCount); + layerCbMsg(XGL_DBG_MSG_UNKNOWN, XGL_VALIDATION_LEVEL_0, cb, 0, MEMTRACK_NONE, "MEM", str); + } + } + } + return result; +} +// Return ptr to node in map container containing mem, or NULL if not found +// Calls to this function should be wrapped in mutex +static GLOBAL_MEM_OBJ_NODE* getGlobalMemNode(const XGL_GPU_MEMORY mem) +{ + GLOBAL_MEM_OBJ_NODE* pMemNode = NULL; + + if (memObjMap.find(mem) != memObjMap.end()) { + pMemNode = memObjMap[mem]; + } + return pMemNode; +} + +static void insertGlobalMemObj(const XGL_GPU_MEMORY mem, const XGL_MEMORY_ALLOC_INFO* pAllocInfo) +{ + GLOBAL_MEM_OBJ_NODE* pTrav = new GLOBAL_MEM_OBJ_NODE; + pTrav->refCount = 0; + memset(&pTrav->allocInfo, 0, sizeof(XGL_MEMORY_ALLOC_INFO)); + + if (pAllocInfo) { // MEM alloc created by xglWsiX11CreatePresentableImage() doesn't have alloc info struct + memcpy(&pTrav->allocInfo, pAllocInfo, sizeof(XGL_MEMORY_ALLOC_INFO)); + // TODO: Update for real hardware, actually process allocation info structures + pTrav->allocInfo.pNext = NULL; + } + pTrav->mem = mem; + memObjMap[mem] = pTrav; +} + +// Find Global CB Node and add mem binding to list container +// Find Global Mem Obj Node and add CB binding to list container +static bool32_t updateCBBinding(const XGL_CMD_BUFFER cb, const XGL_GPU_MEMORY mem) +{ + bool32_t result = XGL_TRUE; + // First update CB binding in MemObj mini CB list + GLOBAL_MEM_OBJ_NODE* pMemTrav = getGlobalMemNode(mem); + if (!pMemTrav) { + char str[1024]; + sprintf(str, "Trying to bind mem obj %p to CB %p but no Node for that mem obj.\n Was it correctly allocated? Did it already get freed?", mem, cb); + layerCbMsg(XGL_DBG_MSG_ERROR, XGL_VALIDATION_LEVEL_0, cb, 0, MEMTRACK_INVALID_MEM_OBJ, "MEM", str); + result = XGL_FALSE; + } else { + // Search for cmd buffer object in memory object's binding list + bool32_t found = XGL_FALSE; + for (list<XGL_CMD_BUFFER>::iterator it = pMemTrav->pCmdBufferBindings.begin(); it != pMemTrav->pCmdBufferBindings.end(); ++it) { + if ((*it) == cb) { + found = XGL_TRUE; + break; + } + } + // If not present, add to list + if (found == XGL_FALSE) { + pMemTrav->pCmdBufferBindings.push_front(cb); + pMemTrav->refCount++; + } + + // Now update Global CB's Mem binding list + GLOBAL_CB_NODE* pCBTrav = getGlobalCBNode(cb); + if (!pCBTrav) { + char str[1024]; + sprintf(str, "Trying to bind mem obj %p to CB %p but no Node for that CB. Was it CB incorrectly destroyed?", mem, cb); + layerCbMsg(XGL_DBG_MSG_ERROR, XGL_VALIDATION_LEVEL_0, cb, 0, MEMTRACK_INVALID_MEM_OBJ, "MEM", str); + result = XGL_FALSE; + } else { + // Search for memory object in cmd buffer's binding list + bool32_t found = XGL_FALSE; + for (list<XGL_GPU_MEMORY>::iterator it = pCBTrav->pMemObjList.begin(); it != pCBTrav->pMemObjList.end(); ++it) { + if ((*it) == mem) { + found = XGL_TRUE; + break; + } + } + // If not present, add to list + if (found == XGL_FALSE) { + pCBTrav->pMemObjList.push_front(mem); + } + } + } + return result; +} + +// Clear the CB Binding for mem +// Calls to this function should be wrapped in mutex +static void clearCBBinding(const XGL_CMD_BUFFER cb, const XGL_GPU_MEMORY mem) +{ + GLOBAL_MEM_OBJ_NODE* pTrav = getGlobalMemNode(mem); + // TODO : Having this check is not ideal, really if mem node was deleted, + // its CB bindings should be cleared and then freeCBBindings wouldn't call + // us here with stale mem objs + if (pTrav) { + pTrav->pCmdBufferBindings.remove(cb); + pTrav->refCount--; + } +} + +// Free bindings related to CB +static bool32_t freeCBBindings(const XGL_CMD_BUFFER cb) +{ + bool32_t result = XGL_TRUE; + GLOBAL_CB_NODE* pCBTrav = getGlobalCBNode(cb); + if (!pCBTrav) { + char str[1024]; + sprintf(str, "Unable to find global CB node %p for deletion", cb); + layerCbMsg(XGL_DBG_MSG_ERROR, XGL_VALIDATION_LEVEL_0, cb, 0, MEMTRACK_INVALID_CB, "MEM", str); + result = XGL_FALSE; + } else { + if (!fenceRetired(pCBTrav->fenceId)) { + deleteFenceNode(pCBTrav->fenceId); + } + + for (list<XGL_GPU_MEMORY>::iterator it=pCBTrav->pMemObjList.begin(); it!=pCBTrav->pMemObjList.end(); ++it) { + clearCBBinding(cb, (*it)); + } + pCBTrav->pMemObjList.clear(); + } + return result; +} + +// Delete Global CB Node from list along with all of it's mini mem obj node +// and also clear Global mem references to CB +// TODO : When should this be called? There's no Destroy of CBs that I see +static bool32_t deleteGlobalCBNode(const XGL_CMD_BUFFER cb) +{ + bool32_t result = XGL_TRUE; + result = freeCBBindings(cb); + // Delete the Global CB node + if (result == XGL_TRUE) { + if (cbMap.find(cb) != cbMap.end()) { + GLOBAL_CB_NODE* pDelNode = cbMap[cb]; + delete pDelNode; + cbMap.erase(cb); + } + } + return result; +} + +// Delete the entire CB list +static bool32_t deleteGlobalCBList() +{ + bool32_t result = XGL_TRUE; + for (map<XGL_CMD_BUFFER, GLOBAL_CB_NODE*>::iterator ii=cbMap.begin(); ii!=cbMap.end(); ++ii) { + freeCBBindings((*ii).first); + delete (*ii).second; + } + return result; +} + +// For given MemObj node, report Obj & CB bindings +static void reportMemReferences(const GLOBAL_MEM_OBJ_NODE* pMemObjTrav) +{ + uint32_t refCount = 0; // Count found references + + for (list<XGL_CMD_BUFFER>::const_iterator it = pMemObjTrav->pCmdBufferBindings.begin(); it != pMemObjTrav->pCmdBufferBindings.end(); ++it) { + refCount++; + char str[1024]; + sprintf(str, "Command Buffer %p has reference to mem obj %p", (*it), pMemObjTrav->mem); + layerCbMsg(XGL_DBG_MSG_UNKNOWN, XGL_VALIDATION_LEVEL_0, (*it), 0, MEMTRACK_NONE, "MEM", str); + } + for (list<XGL_OBJECT>::const_iterator it = pMemObjTrav->pObjBindings.begin(); it != pMemObjTrav->pObjBindings.end(); ++it) { + char str[1024]; + sprintf(str, "XGL Object %p has reference to mem obj %p", (*it), pMemObjTrav->mem); + layerCbMsg(XGL_DBG_MSG_UNKNOWN, XGL_VALIDATION_LEVEL_0, (*it), 0, MEMTRACK_NONE, "MEM", str); + } + if (refCount != pMemObjTrav->refCount) { + char str[1024]; + sprintf(str, "Refcount of %u for Mem Obj %p does't match reported refs of %u", pMemObjTrav->refCount, pMemObjTrav->mem, refCount); + layerCbMsg(XGL_DBG_MSG_ERROR, XGL_VALIDATION_LEVEL_0, pMemObjTrav->mem, 0, MEMTRACK_INTERNAL_ERROR, "MEM", str); + } +} + +static void deleteGlobalMemNode(XGL_GPU_MEMORY mem) +{ + GLOBAL_MEM_OBJ_NODE* pDelNode = memObjMap[mem]; + if (memObjMap.find(mem) != memObjMap.end()) { + GLOBAL_MEM_OBJ_NODE* pDelNode = memObjMap[mem]; + delete pDelNode; + memObjMap.erase(mem); + } +} + +// Check if fence for given CB is completed +static bool32_t checkCBCompleted(const XGL_CMD_BUFFER cb) +{ + bool32_t result = XGL_TRUE; + GLOBAL_CB_NODE* pCBTrav = getGlobalCBNode(cb); + if (!pCBTrav) { + char str[1024]; + sprintf(str, "Unable to find global CB node %p to check for completion", cb); + layerCbMsg(XGL_DBG_MSG_ERROR, XGL_VALIDATION_LEVEL_0, cb, 0, MEMTRACK_INVALID_CB, "MEM", str); + result = XGL_FALSE; + } else { + if (!fenceRetired(pCBTrav->fenceId)) { + // Explicitly call the internal xglGetFenceStatus routine + if (XGL_SUCCESS != xglGetFenceStatus(getFenceFromId(pCBTrav->fenceId))) { + char str[1024]; + sprintf(str, "FenceId %" PRIx64", fence %p for CB %p has not completed", pCBTrav->fenceId, getFenceFromId(pCBTrav->fenceId), cb); + layerCbMsg(XGL_DBG_MSG_UNKNOWN, XGL_VALIDATION_LEVEL_0, cb, 0, MEMTRACK_NONE, "MEM", str); + result = XGL_FALSE; + } + } + } + return result; +} + +static bool32_t freeMemNode(XGL_GPU_MEMORY mem) +{ + bool32_t result = XGL_TRUE; + // Parse global list to find node w/ mem + GLOBAL_MEM_OBJ_NODE* pTrav = getGlobalMemNode(mem); + if (!pTrav) { + char str[1024]; + sprintf(str, "Couldn't find mem node object for %p\n Was %p never allocated or previously freed?", (void*)mem, (void*)mem); + layerCbMsg(XGL_DBG_MSG_ERROR, XGL_VALIDATION_LEVEL_0, mem, 0, MEMTRACK_INVALID_MEM_OBJ, "MEM", str); + result = XGL_FALSE; + } else { + if (pTrav->allocInfo.allocationSize == 0) { + char str[1024]; + sprintf(str, "Attempting to free memory associated with a Presentable Image, %p, this should not be explicitly freed\n", (void*)mem); + layerCbMsg(XGL_DBG_MSG_WARNING, XGL_VALIDATION_LEVEL_0, mem, 0, MEMTRACK_INVALID_MEM_OBJ, "MEM", str); + result = XGL_FALSE; + } else { + // Clear any CB bindings for completed CBs + // TODO : Is there a better place to do this? + + list<XGL_CMD_BUFFER>::iterator it = pTrav->pCmdBufferBindings.begin(); + list<XGL_CMD_BUFFER>::iterator temp; + while (it != pTrav->pCmdBufferBindings.end()) { + if (XGL_TRUE == checkCBCompleted(*it)) { + temp = it; + ++temp; + freeCBBindings(*it); + it = temp; + } else { + ++it; + } + } + + // Now verify that no references to this mem obj remain + if (0 != pTrav->refCount) { + // If references remain, report the error and can search CB list to find references + char str[1024]; + sprintf(str, "Freeing mem obj %p while it still has references", (void*)mem); + layerCbMsg(XGL_DBG_MSG_ERROR, XGL_VALIDATION_LEVEL_0, mem, 0, MEMTRACK_FREED_MEM_REF, "MEM", str); + reportMemReferences(pTrav); + result = XGL_FALSE; + } + // Delete global node + deleteGlobalMemNode(mem); + } + } + return result; +} + +// Return object node for 'object' or return NULL if no node exists +static GLOBAL_OBJECT_NODE* getGlobalObjectNode(const XGL_OBJECT object) +{ + GLOBAL_OBJECT_NODE* pObjNode = NULL; + + if (objectMap.find(object) != objectMap.end()) { + pObjNode = objectMap[object]; + } + return pObjNode; +} + +static GLOBAL_OBJECT_NODE* insertGlobalObjectNode(XGL_OBJECT object, XGL_STRUCTURE_TYPE sType, const void *pCreateInfo, const int struct_size, const char *name_prefix) +{ + GLOBAL_OBJECT_NODE* pTrav = new GLOBAL_OBJECT_NODE; + memset(pTrav, 0, sizeof(GLOBAL_OBJECT_NODE)); + memcpy(&pTrav->create_info, pCreateInfo, struct_size); + sprintf(pTrav->object_name, "%s_%p", name_prefix, object); + + pTrav->object = object; + pTrav->ref_count = 1; + pTrav->sType = sType; + objectMap[object] = pTrav; + + return pTrav; +} + +// Remove object binding performs 3 tasks: +// 1. Remove object node from Global Mem Obj list container of obj bindings & free it +// 2. Decrement refCount for Global Mem Obj +// 3. Clear Global Mem Obj ptr from Global Object Node +static bool32_t clearObjectBinding(XGL_OBJECT object) +{ + bool32_t result = XGL_FALSE; + GLOBAL_OBJECT_NODE* pGlobalObjTrav = getGlobalObjectNode(object); + if (!pGlobalObjTrav) { + char str[1024]; + sprintf(str, "Attempting to clear mem binding for object %p: devices, queues, command buffers, shaders and memory objects do not have external memory requirements and it is unneccessary to call bind/unbindObjectMemory on them.", object); + layerCbMsg(XGL_DBG_MSG_WARNING, XGL_VALIDATION_LEVEL_0, object, 0, MEMTRACK_INVALID_OBJECT, "MEM", str); + } else { + if (!pGlobalObjTrav->pMemNode) { + char str[1024]; + sprintf(str, "Attempting to clear mem binding on obj %p but it has no binding.", (void*)object); + layerCbMsg(XGL_DBG_MSG_WARNING, XGL_VALIDATION_LEVEL_0, object, 0, MEMTRACK_MEM_OBJ_CLEAR_EMPTY_BINDINGS, "MEM", str); + } else { + for (list<XGL_OBJECT>::iterator it = pGlobalObjTrav->pMemNode->pObjBindings.begin(); it != pGlobalObjTrav->pMemNode->pObjBindings.end(); ++it) { + pGlobalObjTrav->pMemNode->refCount--; + pGlobalObjTrav->pMemNode = NULL; + it = pGlobalObjTrav->pMemNode->pObjBindings.erase(it); + result = XGL_TRUE; + break; + } + if (result == XGL_FALSE) { + char str[1024]; + sprintf(str, "While trying to clear mem binding for object %p, unable to find that object referenced by mem obj %p", + object, pGlobalObjTrav->pMemNode->mem); + layerCbMsg(XGL_DBG_MSG_ERROR, XGL_VALIDATION_LEVEL_0, object, 0, MEMTRACK_INTERNAL_ERROR, "MEM", str); + } + } + } + return result; +} + +// For NULL mem case, clear any previous binding Else... +// Make sure given object is in global object map +// IF a previous binding existed, clear it +// Add reference from global object node to global memory node +// Add reference off of global obj node +// Return XGL_TRUE if addition is successful, XGL_FALSE otherwise +static bool32_t updateObjectBinding(XGL_OBJECT object, XGL_GPU_MEMORY mem) +{ + bool32_t result = XGL_FALSE; + // Handle NULL case separately, just clear previous binding & decrement reference + if (mem == XGL_NULL_HANDLE) { + clearObjectBinding(object); + result = XGL_TRUE; + } else { + char str[1024]; + GLOBAL_OBJECT_NODE* pGlobalObjTrav = getGlobalObjectNode(object); + if (!pGlobalObjTrav) { + sprintf(str, "Attempting to update Binding of Obj(%p) that's not in global list()", (void*)object); + layerCbMsg(XGL_DBG_MSG_ERROR, XGL_VALIDATION_LEVEL_0, object, 0, MEMTRACK_INTERNAL_ERROR, "MEM", str); + return XGL_FALSE; + } + // non-null case so should have real mem obj + GLOBAL_MEM_OBJ_NODE* pTrav = getGlobalMemNode(mem); + if (!pTrav) { + sprintf(str, "While trying to bind mem for obj %p, couldn't find node for mem obj %p", (void*)object, (void*)mem); + layerCbMsg(XGL_DBG_MSG_ERROR, XGL_VALIDATION_LEVEL_0, mem, 0, MEMTRACK_INVALID_MEM_OBJ, "MEM", str); + } else { + // Search for object in memory object's binding list + bool32_t found = XGL_FALSE; + for (list<XGL_OBJECT>::iterator it = pTrav->pObjBindings.begin(); it != pTrav->pObjBindings.end(); ++it) { + if ((*it) == object) { + found = XGL_TRUE; + break; + } + } + // If not present, add to list + if (found == XGL_FALSE) { + pTrav->pObjBindings.push_front(object); + pTrav->refCount++; + } + + if (pGlobalObjTrav->pMemNode) { + clearObjectBinding(object); // Need to clear the previous object binding before setting new binding + sprintf(str, "Updating memory binding for object %p from mem obj %p to %p", object, pGlobalObjTrav->pMemNode->mem, mem); + layerCbMsg(XGL_DBG_MSG_UNKNOWN, XGL_VALIDATION_LEVEL_0, object, 0, MEMTRACK_NONE, "MEM", str); + } + // For image objects, make sure default memory state is correctly set + // TODO : What's the best/correct way to handle this? + if (XGL_STRUCTURE_TYPE_IMAGE_CREATE_INFO == pGlobalObjTrav->sType) { + if (pGlobalObjTrav->create_info.image_create_info.usage & (XGL_IMAGE_USAGE_COLOR_ATTACHMENT_BIT | XGL_IMAGE_USAGE_DEPTH_STENCIL_BIT)) { + // TODO:: More memory state transition stuff. + } + } + pGlobalObjTrav->pMemNode = pTrav; + } + } + return XGL_TRUE; +} + +// Print details of global Obj tracking list +static void printObjList() +{ + GLOBAL_OBJECT_NODE* pTrav = NULL; + char str[1024]; + sprintf(str, "Details of Global Object list of size %lu elements", objectMap.size()); + layerCbMsg(XGL_DBG_MSG_UNKNOWN, XGL_VALIDATION_LEVEL_0, NULL, 0, MEMTRACK_NONE, "MEM", str); + for (map<XGL_OBJECT, GLOBAL_OBJECT_NODE*>::iterator ii=objectMap.begin(); ii!=objectMap.end(); ++ii) { + pTrav = (*ii).second; + sprintf(str, " GlobObjNode %p has object %p, pMemNode %p", pTrav, pTrav->object, pTrav->pMemNode); + layerCbMsg(XGL_DBG_MSG_UNKNOWN, XGL_VALIDATION_LEVEL_0, pTrav->object, 0, MEMTRACK_NONE, "MEM", str); + } +} + +// For given Object, get 'mem' obj that it's bound to or NULL if no binding +static XGL_GPU_MEMORY getMemBindingFromObject(const XGL_OBJECT object) +{ + XGL_GPU_MEMORY mem = NULL; + GLOBAL_OBJECT_NODE* pObjNode = getGlobalObjectNode(object); + if (pObjNode) { + if (pObjNode->pMemNode) { + mem = pObjNode->pMemNode->mem; + } + else { + char str[1024]; + sprintf(str, "Trying to get mem binding for object %p but object has no mem binding", (void*)object); + layerCbMsg(XGL_DBG_MSG_ERROR, XGL_VALIDATION_LEVEL_0, object, 0, MEMTRACK_MISSING_MEM_BINDINGS, "MEM", str); + printObjList(); + } + } + else { + char str[1024]; + sprintf(str, "Trying to get mem binding for object %p but no such object in global list", (void*)object); + layerCbMsg(XGL_DBG_MSG_ERROR, XGL_VALIDATION_LEVEL_0, object, 0, MEMTRACK_INVALID_OBJECT, "MEM", str); + printObjList(); + } + return mem; +} + +// Print details of global Mem Obj list +static void printMemList() +{ + GLOBAL_MEM_OBJ_NODE* pTrav = NULL; + // Just printing each msg individually for now, may want to package these into single large print + char str[1024]; + sprintf(str, "MEM INFO : Details of Global Memory Object list of size %lu elements", memObjMap.size()); + layerCbMsg(XGL_DBG_MSG_UNKNOWN, XGL_VALIDATION_LEVEL_0, NULL, 0, MEMTRACK_NONE, "MEM", str); + + for (map<XGL_GPU_MEMORY, GLOBAL_MEM_OBJ_NODE*>::iterator ii=memObjMap.begin(); ii!=memObjMap.end(); ++ii) { + pTrav = (*ii).second; + + sprintf(str, " ===MemObj Node at %p===", (void*)pTrav); + layerCbMsg(XGL_DBG_MSG_UNKNOWN, XGL_VALIDATION_LEVEL_0, NULL, 0, MEMTRACK_NONE, "MEM", str); + sprintf(str, " Mem object: %p", (void*)pTrav->mem); + layerCbMsg(XGL_DBG_MSG_UNKNOWN, XGL_VALIDATION_LEVEL_0, NULL, 0, MEMTRACK_NONE, "MEM", str); + sprintf(str, " Ref Count: %u", pTrav->refCount); + layerCbMsg(XGL_DBG_MSG_UNKNOWN, XGL_VALIDATION_LEVEL_0, NULL, 0, MEMTRACK_NONE, "MEM", str); + if (0 != pTrav->allocInfo.allocationSize) { + string pAllocInfoMsg = xgl_print_xgl_memory_alloc_info(&pTrav->allocInfo, "{MEM}INFO : "); + sprintf(str, " Mem Alloc info:\n%s", pAllocInfoMsg.c_str()); + layerCbMsg(XGL_DBG_MSG_UNKNOWN, XGL_VALIDATION_LEVEL_0, NULL, 0, MEMTRACK_NONE, "MEM", str); + } else { + sprintf(str, " Mem Alloc info is NULL (alloc done by xglWsiX11CreatePresentableImage())"); + layerCbMsg(XGL_DBG_MSG_UNKNOWN, XGL_VALIDATION_LEVEL_0, NULL, 0, MEMTRACK_NONE, "MEM", str); + } + + sprintf(str, " XGL OBJECT Binding list of size %lu elements:", pTrav->pObjBindings.size()); + layerCbMsg(XGL_DBG_MSG_UNKNOWN, XGL_VALIDATION_LEVEL_0, NULL, 0, MEMTRACK_NONE, "MEM", str); + for (list<XGL_OBJECT>::iterator it = pTrav->pObjBindings.begin(); it != pTrav->pObjBindings.end(); ++it) { + sprintf(str, " XGL OBJECT %p", (*it)); + layerCbMsg(XGL_DBG_MSG_UNKNOWN, XGL_VALIDATION_LEVEL_0, NULL, 0, MEMTRACK_NONE, "MEM", str); + } + + sprintf(str, " XGL Command Buffer (CB) binding list of size %lu elements", pTrav->pCmdBufferBindings.size()); + layerCbMsg(XGL_DBG_MSG_UNKNOWN, XGL_VALIDATION_LEVEL_0, NULL, 0, MEMTRACK_NONE, "MEM", str); + for (list<XGL_CMD_BUFFER>::iterator it = pTrav->pCmdBufferBindings.begin(); it != pTrav->pCmdBufferBindings.end(); ++it) { + sprintf(str, " XGL CB %p", (*it)); + layerCbMsg(XGL_DBG_MSG_UNKNOWN, XGL_VALIDATION_LEVEL_0, NULL, 0, MEMTRACK_NONE, "MEM", str); + } + } +} + +static void printGlobalCB() +{ + char str[1024] = {0}; + GLOBAL_CB_NODE* pNode = NULL; + sprintf(str, "Details of Global CB list of size %lu elements", cbMap.size()); + layerCbMsg(XGL_DBG_MSG_UNKNOWN, XGL_VALIDATION_LEVEL_0, NULL, 0, MEMTRACK_NONE, "MEM", str); + + for (map<XGL_CMD_BUFFER, GLOBAL_CB_NODE*>::iterator ii=cbMap.begin(); ii!=cbMap.end(); ++ii) { + pNode = (*ii).second; + + sprintf(str, " Global CB Node (%p) has CB %p, fenceId %" PRIx64", and fence %p", + (void*)pNode, (void*)pNode->cmdBuffer, pNode->fenceId, + (void*)getFenceFromId(pNode->fenceId)); + layerCbMsg(XGL_DBG_MSG_UNKNOWN, XGL_VALIDATION_LEVEL_0, NULL, 0, MEMTRACK_NONE, "MEM", str); + + for (list<XGL_GPU_MEMORY>::iterator it = pNode->pMemObjList.begin(); it != pNode->pMemObjList.end(); ++it) { + sprintf(str, " Mem obj %p", (*it)); + layerCbMsg(XGL_DBG_MSG_UNKNOWN, XGL_VALIDATION_LEVEL_0, NULL, 0, MEMTRACK_NONE, "MEM", str); + } + } +} + +static void initMemTracker(void) +{ + const char *strOpt; + // initialize MemTracker options + getLayerOptionEnum("MemTrackerReportLevel", (uint32_t *) &g_reportingLevel); + g_actionIsDefault = getLayerOptionEnum("MemTrackerDebugAction", (uint32_t *) &g_debugAction); + + if (g_debugAction & XGL_DBG_LAYER_ACTION_LOG_MSG) + { + strOpt = getLayerOption("MemTrackerLogFilename"); + if (strOpt) + { + g_logFile = fopen(strOpt, "w"); + } + if (g_logFile == NULL) + g_logFile = stdout; + } + + // initialize Layer dispatch table + // TODO handle multiple GPUs + xglGetProcAddrType fpNextGPA; + fpNextGPA = pCurObj->pGPA; + assert(fpNextGPA); + + layer_initialize_dispatch_table(&nextTable, fpNextGPA, (XGL_PHYSICAL_GPU) pCurObj->nextObject); + + xglGetProcAddrType fpGetProcAddr = (xglGetProcAddrType)fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (char *) "xglGetProcAddr"); + nextTable.GetProcAddr = fpGetProcAddr; + + if (!globalLockInitialized) + { + // TODO/TBD: Need to delete this mutex sometime. How??? One + // suggestion is to call this during xglCreateInstance(), and then we + // can clean it up during xglDestroyInstance(). However, that requires + // that the layer have per-instance locks. We need to come back and + // address this soon. + loader_platform_thread_create_mutex(&globalLock); + globalLockInitialized = 1; + } +} + +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; + pCurObj = gpuw; + loader_platform_thread_once(&g_initOnce, initMemTracker); + XGL_RESULT result = nextTable.CreateDevice((XGL_PHYSICAL_GPU)gpuw->nextObject, pCreateInfo, pDevice); + // Save off device in case we need it to create Fences + globalDevice = *pDevice; + return result; +} + +XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglDestroyDevice(XGL_DEVICE device) +{ + char str[1024]; + sprintf(str, "Printing List details prior to xglDestroyDevice()"); + loader_platform_thread_lock_mutex(&globalLock); + layerCbMsg(XGL_DBG_MSG_UNKNOWN, XGL_VALIDATION_LEVEL_0, device, 0, MEMTRACK_NONE, "MEM", str); + printMemList(); + printGlobalCB(); + printObjList(); + if (XGL_FALSE == deleteGlobalCBList()) { + sprintf(str, "Issue deleting global CB list in xglDestroyDevice()"); + layerCbMsg(XGL_DBG_MSG_ERROR, XGL_VALIDATION_LEVEL_0, device, 0, MEMTRACK_INTERNAL_ERROR, "MEM", str); + } + // Report any memory leaks + GLOBAL_MEM_OBJ_NODE* pTrav = NULL; + for (map<XGL_GPU_MEMORY, GLOBAL_MEM_OBJ_NODE*>::iterator ii=memObjMap.begin(); ii!=memObjMap.end(); ++ii) { + pTrav = (*ii).second; + + if (pTrav->allocInfo.allocationSize != 0) { + sprintf(str, "Mem Object %p has not been freed. You should clean up this memory by calling xglFreeMemory(%p) prior to xglDestroyDevice().", + pTrav->mem, pTrav->mem); + layerCbMsg(XGL_DBG_MSG_WARNING, XGL_VALIDATION_LEVEL_0, pTrav->mem, 0, MEMTRACK_MEMORY_LEAK, "MEM", str); + } + } + loader_platform_thread_unlock_mutex(&globalLock); + XGL_RESULT result = nextTable.DestroyDevice(device); + return result; +} + +XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglEnumerateLayers(XGL_PHYSICAL_GPU gpu, size_t maxLayerCount, + size_t maxStringSize, size_t* pOutLayerCount, char* const* pOutLayers, void* pReserved) +{ + if (gpu != NULL) + { + XGL_BASE_LAYER_OBJECT* gpuw = (XGL_BASE_LAYER_OBJECT *) gpu; + pCurObj = gpuw; + loader_platform_thread_once(&g_initOnce, initMemTracker); + XGL_RESULT result = nextTable.EnumerateLayers((XGL_PHYSICAL_GPU)gpuw->nextObject, maxLayerCount, + maxStringSize, pOutLayerCount, pOutLayers, pReserved); + return result; + } else + { + if (pOutLayerCount == NULL || pOutLayers == NULL || pOutLayers[0] == NULL) + return XGL_ERROR_INVALID_POINTER; + // This layer compatible with all GPUs + *pOutLayerCount = 1; + strncpy((char *) pOutLayers[0], "MemTracker", maxStringSize); + return XGL_SUCCESS; + } +} + +XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglQueueSubmit(XGL_QUEUE queue, uint32_t cmdBufferCount, const XGL_CMD_BUFFER* pCmdBuffers, + uint32_t memRefCount, const XGL_MEMORY_REF* pMemRefs, XGL_FENCE fence) +{ + loader_platform_thread_lock_mutex(&globalLock); + // TODO : Need to track fence and clear mem references when fence clears + GLOBAL_CB_NODE* pCBNode = NULL; + uint64_t fenceId = addFenceNode(fence); + char str[1024]; + sprintf(str, "In xglQueueSubmit(), checking %u cmdBuffers with %u memRefs", cmdBufferCount, memRefCount); + layerCbMsg(XGL_DBG_MSG_UNKNOWN, XGL_VALIDATION_LEVEL_0, queue, 0, MEMTRACK_NONE, "MEM", str); + printMemList(); + printGlobalCB(); + for (uint32_t i = 0; i < cmdBufferCount; i++) { + pCBNode = getGlobalCBNode(pCmdBuffers[i]); + pCBNode->fenceId = fenceId; + sprintf(str, "Verifying mem refs for CB %p", pCmdBuffers[i]); + layerCbMsg(XGL_DBG_MSG_UNKNOWN, XGL_VALIDATION_LEVEL_0, pCmdBuffers[i], 0, MEMTRACK_NONE, "MEM", str); + if (XGL_FALSE == validateCBMemRef(pCmdBuffers[i], memRefCount, pMemRefs)) { + sprintf(str, "Unable to verify memory references for CB %p", (void*)pCmdBuffers[i]); + layerCbMsg(XGL_DBG_MSG_ERROR, XGL_VALIDATION_LEVEL_0, pCmdBuffers[i], 0, MEMTRACK_CB_MISSING_MEM_REF, "MEM", str); + } + } + printGlobalCB(); + loader_platform_thread_unlock_mutex(&globalLock); + XGL_RESULT result = nextTable.QueueSubmit(queue, cmdBufferCount, pCmdBuffers, memRefCount, pMemRefs, getFenceFromId(fenceId)); + return result; +} + +XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglQueueSetGlobalMemReferences(XGL_QUEUE queue, uint32_t memRefCount, const XGL_MEMORY_REF* pMemRefs) +{ + // TODO : Use global mem references as part of list checked on QueueSubmit above + XGL_RESULT result = nextTable.QueueSetGlobalMemReferences(queue, memRefCount, pMemRefs); + 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); + // TODO : Track allocations and overall size here + loader_platform_thread_lock_mutex(&globalLock); + insertGlobalMemObj(*pMem, pAllocInfo); + printMemList(); + loader_platform_thread_unlock_mutex(&globalLock); + return result; +} + +XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglFreeMemory(XGL_GPU_MEMORY mem) +{ + /* From spec : A memory object is freed by calling xglFreeMemory() when it is no longer needed. Before + * freeing a memory object, an application must ensure the memory object is unbound from + * all API objects referencing it and that it is not referenced by any queued command buffers + */ + loader_platform_thread_lock_mutex(&globalLock); + if (XGL_FALSE == freeMemNode(mem)) { + char str[1024]; + sprintf(str, "Issue while freeing mem obj %p", (void*)mem); + layerCbMsg(XGL_DBG_MSG_ERROR, XGL_VALIDATION_LEVEL_0, mem, 0, MEMTRACK_FREE_MEM_ERROR, "MEM", str); + } + printMemList(); + printObjList(); + printGlobalCB(); + loader_platform_thread_unlock_mutex(&globalLock); + XGL_RESULT result = nextTable.FreeMemory(mem); + return result; +} + +XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglSetMemoryPriority(XGL_GPU_MEMORY mem, XGL_MEMORY_PRIORITY priority) +{ + // TODO : Update tracking for this alloc + // Make sure memory is not pinned, which can't have priority set + XGL_RESULT result = nextTable.SetMemoryPriority(mem, priority); + return result; +} + +XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglMapMemory(XGL_GPU_MEMORY mem, XGL_FLAGS flags, void** ppData) +{ + // TODO : Track when memory is mapped + loader_platform_thread_lock_mutex(&globalLock); + GLOBAL_MEM_OBJ_NODE *pMemObj = getGlobalMemNode(mem); + if ((pMemObj->allocInfo.memProps & XGL_MEMORY_PROPERTY_CPU_VISIBLE_BIT) == 0) { + char str[1024]; + sprintf(str, "Mapping Memory (%p) without XGL_MEMORY_PROPERTY_CPU_VISIBLE_BIT set", (void*)mem); + layerCbMsg(XGL_DBG_MSG_ERROR, XGL_VALIDATION_LEVEL_0, mem, 0, MEMTRACK_INVALID_STATE, "MEM", str); + } + loader_platform_thread_unlock_mutex(&globalLock); + XGL_RESULT result = nextTable.MapMemory(mem, flags, ppData); + return result; +} + +XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglUnmapMemory(XGL_GPU_MEMORY mem) +{ + // TODO : Track as memory gets unmapped, do we want to check what changed following map? + // Make sure that memory was ever mapped to begin with + XGL_RESULT result = nextTable.UnmapMemory(mem); + return result; +} + +XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglPinSystemMemory(XGL_DEVICE device, const void* pSysMem, size_t memSize, XGL_GPU_MEMORY* pMem) +{ + // TODO : Track this + // Verify that memory is actually pinnable + XGL_RESULT result = nextTable.PinSystemMemory(device, pSysMem, memSize, pMem); + return result; +} + +XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglOpenSharedMemory(XGL_DEVICE device, const XGL_MEMORY_OPEN_INFO* pOpenInfo, XGL_GPU_MEMORY* pMem) +{ + // TODO : Track this + XGL_RESULT result = nextTable.OpenSharedMemory(device, pOpenInfo, pMem); + return result; +} + +XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglOpenPeerMemory(XGL_DEVICE device, const XGL_PEER_MEMORY_OPEN_INFO* pOpenInfo, XGL_GPU_MEMORY* pMem) +{ + // TODO : Track this + 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) +{ + // TODO : Track this + XGL_RESULT result = nextTable.OpenPeerImage(device, pOpenInfo, pImage, pMem); + return result; +} + +XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglDestroyObject(XGL_OBJECT object) +{ + loader_platform_thread_lock_mutex(&globalLock); + + // First check if this is a CmdBuffer + if (NULL != getGlobalCBNode((XGL_CMD_BUFFER)object)) { + deleteGlobalCBNode((XGL_CMD_BUFFER)object); + } + + if (objectMap.find(object) != objectMap.end()) { + GLOBAL_OBJECT_NODE* pDelNode = objectMap[object]; + if (pDelNode->pMemNode) { + // Wsi allocated Memory is tied to image object so clear the binding and free that memory automatically + if (0 == pDelNode->pMemNode->allocInfo.allocationSize) { // Wsi allocated memory has NULL allocInfo w/ 0 size + XGL_GPU_MEMORY memToFree = pDelNode->pMemNode->mem; + clearObjectBinding(object); + freeMemNode(memToFree); + } else { + char str[1024]; + sprintf(str, "Destroying obj %p that is still bound to memory object %p\nYou should first clear binding by calling xglBindObjectMemory(%p, 0, XGL_NULL_HANDLE)", object, (void*)pDelNode->pMemNode->mem, object); + layerCbMsg(XGL_DBG_MSG_ERROR, XGL_VALIDATION_LEVEL_0, object, 0, MEMTRACK_DESTROY_OBJECT_ERROR, "MEM", str); + // From the spec : If an object has previous memory binding, it is required to unbind memory from an API object before it is destroyed. + clearObjectBinding(object); + } + } + delete pDelNode; + objectMap.erase(object); + } + + loader_platform_thread_unlock_mutex(&globalLock); + XGL_RESULT result = nextTable.DestroyObject(object); + return result; +} + +XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglGetObjectInfo(XGL_BASE_OBJECT object, XGL_OBJECT_INFO_TYPE infoType, size_t* pDataSize, void* pData) +{ + // TODO : What to track here? + // Could potentially save returned mem requirements and validate values passed into BindObjectMemory for this object + // From spec : The only objects that are guaranteed to have no external memory requirements are devices, queues, command buffers, shaders and memory objects. + XGL_RESULT result = nextTable.GetObjectInfo(object, infoType, pDataSize, pData); + return result; +} + +XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglBindObjectMemory(XGL_OBJECT object, uint32_t allocationIdx, XGL_GPU_MEMORY mem, XGL_GPU_SIZE offset) +{ + XGL_RESULT result = nextTable.BindObjectMemory(object, allocationIdx, mem, offset); + loader_platform_thread_lock_mutex(&globalLock); + // Track objects tied to memory + if (XGL_FALSE == updateObjectBinding(object, mem)) { + char str[1024]; + sprintf(str, "Unable to set object %p binding to mem obj %p", (void*)object, (void*)mem); + layerCbMsg(XGL_DBG_MSG_ERROR, XGL_VALIDATION_LEVEL_0, object, 0, MEMTRACK_MEMORY_BINDING_ERROR, "MEM", str); + } + printObjList(); + printMemList(); + loader_platform_thread_unlock_mutex(&globalLock); + 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); + if (XGL_SUCCESS == result) { + loader_platform_thread_lock_mutex(&globalLock); + insertGlobalObjectNode(*pFence, pCreateInfo->sType, pCreateInfo, sizeof(XGL_FENCE_CREATE_INFO), "fence"); + loader_platform_thread_unlock_mutex(&globalLock); + } + return result; +} + +XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglGetFenceStatus(XGL_FENCE fence) +{ + XGL_RESULT result = nextTable.GetFenceStatus(fence); + if (XGL_SUCCESS == result) { + loader_platform_thread_lock_mutex(&globalLock); + updateFenceTracking(fence); + loader_platform_thread_unlock_mutex(&globalLock); + } + return result; +} + +XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglWaitForFences(XGL_DEVICE device, uint32_t fenceCount, const XGL_FENCE* pFences, bool32_t waitAll, uint64_t timeout) +{ + XGL_RESULT result = nextTable.WaitForFences(device, fenceCount, pFences, waitAll, timeout); + loader_platform_thread_lock_mutex(&globalLock); + if (XGL_SUCCESS == result) { + if (waitAll) { // Clear all the fences + for(uint32_t i = 0; i < fenceCount; i++) { + updateFenceTracking(pFences[i]); + } + } + else { // Clear only completed fences + for(uint32_t i = 0; i < fenceCount; i++) { + if (XGL_SUCCESS == nextTable.GetFenceStatus(pFences[i])) { + updateFenceTracking(pFences[i]); + } + } + } + } + loader_platform_thread_unlock_mutex(&globalLock); + return result; +} + +XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglQueueWaitIdle(XGL_QUEUE queue) +{ + XGL_RESULT result = nextTable.QueueWaitIdle(queue); + if (XGL_SUCCESS == result) { + loader_platform_thread_lock_mutex(&globalLock); + retireAllFences(); + loader_platform_thread_unlock_mutex(&globalLock); + } + return result; +} + +XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglDeviceWaitIdle(XGL_DEVICE device) +{ + XGL_RESULT result = nextTable.DeviceWaitIdle(device); + if (XGL_SUCCESS == result) { + loader_platform_thread_lock_mutex(&globalLock); + retireAllFences(); + loader_platform_thread_unlock_mutex(&globalLock); + } + 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); + if (XGL_SUCCESS == result) { + loader_platform_thread_lock_mutex(&globalLock); + insertGlobalObjectNode(*pEvent, pCreateInfo->sType, pCreateInfo, sizeof(XGL_EVENT_CREATE_INFO), "event"); + loader_platform_thread_unlock_mutex(&globalLock); + } + 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); + if (XGL_SUCCESS == result) { + loader_platform_thread_lock_mutex(&globalLock); + insertGlobalObjectNode(*pQueryPool, pCreateInfo->sType, pCreateInfo, sizeof(XGL_QUERY_POOL_CREATE_INFO), "query_pool"); + loader_platform_thread_unlock_mutex(&globalLock); + } + return result; +} + +XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglCreateBuffer(XGL_DEVICE device, const XGL_BUFFER_CREATE_INFO* pCreateInfo, XGL_BUFFER* pBuffer) +{ + XGL_RESULT result = nextTable.CreateBuffer(device, pCreateInfo, pBuffer); + if (XGL_SUCCESS == result) { + loader_platform_thread_lock_mutex(&globalLock); + insertGlobalObjectNode(*pBuffer, pCreateInfo->sType, pCreateInfo, sizeof(XGL_BUFFER_CREATE_INFO), "buffer"); + loader_platform_thread_unlock_mutex(&globalLock); + } + return result; +} + +XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglCreateBufferView(XGL_DEVICE device, const XGL_BUFFER_VIEW_CREATE_INFO* pCreateInfo, XGL_BUFFER_VIEW* pView) +{ + XGL_RESULT result = nextTable.CreateBufferView(device, pCreateInfo, pView); + if (result == XGL_SUCCESS) { + loader_platform_thread_lock_mutex(&globalLock); + insertGlobalObjectNode(*pView, pCreateInfo->sType, pCreateInfo, sizeof(XGL_BUFFER_VIEW_CREATE_INFO), "buffer_view"); + loader_platform_thread_unlock_mutex(&globalLock); + } + 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); + if (XGL_SUCCESS == result) { + loader_platform_thread_lock_mutex(&globalLock); + insertGlobalObjectNode(*pImage, pCreateInfo->sType, pCreateInfo, sizeof(XGL_IMAGE_CREATE_INFO), "image"); + loader_platform_thread_unlock_mutex(&globalLock); + } + 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); + if (result == XGL_SUCCESS) { + loader_platform_thread_lock_mutex(&globalLock); + insertGlobalObjectNode(*pView, pCreateInfo->sType, pCreateInfo, sizeof(XGL_IMAGE_VIEW_CREATE_INFO), "image_view"); + loader_platform_thread_unlock_mutex(&globalLock); + } + 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); + if (result == XGL_SUCCESS) { + loader_platform_thread_lock_mutex(&globalLock); + insertGlobalObjectNode(*pView, pCreateInfo->sType, pCreateInfo, sizeof(XGL_COLOR_ATTACHMENT_VIEW_CREATE_INFO), "color_attachment_view"); + loader_platform_thread_unlock_mutex(&globalLock); + } + 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); + if (result == XGL_SUCCESS) { + loader_platform_thread_lock_mutex(&globalLock); + insertGlobalObjectNode(*pView, pCreateInfo->sType, pCreateInfo, sizeof(XGL_DEPTH_STENCIL_VIEW_CREATE_INFO), "ds_view"); + loader_platform_thread_unlock_mutex(&globalLock); + } + 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); + if (result == XGL_SUCCESS) { + loader_platform_thread_lock_mutex(&globalLock); + insertGlobalObjectNode(*pPipeline, pCreateInfo->sType, pCreateInfo, sizeof(XGL_GRAPHICS_PIPELINE_CREATE_INFO), "graphics_pipeline"); + loader_platform_thread_unlock_mutex(&globalLock); + } + 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); + if (result == XGL_SUCCESS) { + loader_platform_thread_lock_mutex(&globalLock); + insertGlobalObjectNode(*pPipeline, pCreateInfo->sType, pCreateInfo, sizeof(XGL_COMPUTE_PIPELINE_CREATE_INFO), "compute_pipeline"); + loader_platform_thread_unlock_mutex(&globalLock); + } + 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); + if (result == XGL_SUCCESS) { + loader_platform_thread_lock_mutex(&globalLock); + insertGlobalObjectNode(*pSampler, pCreateInfo->sType, pCreateInfo, sizeof(XGL_SAMPLER_CREATE_INFO), "sampler"); + loader_platform_thread_unlock_mutex(&globalLock); + } + return result; +} + +XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglCreateDynamicViewportState(XGL_DEVICE device, const XGL_DYNAMIC_VP_STATE_CREATE_INFO* pCreateInfo, + XGL_DYNAMIC_VP_STATE_OBJECT* pState) +{ + XGL_RESULT result = nextTable.CreateDynamicViewportState(device, pCreateInfo, pState); + if (result == XGL_SUCCESS) { + loader_platform_thread_lock_mutex(&globalLock); + insertGlobalObjectNode(*pState, pCreateInfo->sType, pCreateInfo, sizeof(XGL_DYNAMIC_VP_STATE_CREATE_INFO), "viewport_state"); + loader_platform_thread_unlock_mutex(&globalLock); + } + return result; +} + +XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglCreateDynamicRasterState(XGL_DEVICE device, const XGL_DYNAMIC_RS_STATE_CREATE_INFO* pCreateInfo, + XGL_DYNAMIC_RS_STATE_OBJECT* pState) +{ + XGL_RESULT result = nextTable.CreateDynamicRasterState(device, pCreateInfo, pState); + if (result == XGL_SUCCESS) { + loader_platform_thread_lock_mutex(&globalLock); + insertGlobalObjectNode(*pState, pCreateInfo->sType, pCreateInfo, sizeof(XGL_DYNAMIC_RS_STATE_CREATE_INFO), "raster_state"); + loader_platform_thread_unlock_mutex(&globalLock); + } + return result; +} + +XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglCreateDynamicColorBlendState(XGL_DEVICE device, const XGL_DYNAMIC_CB_STATE_CREATE_INFO* pCreateInfo, + XGL_DYNAMIC_CB_STATE_OBJECT* pState) +{ + XGL_RESULT result = nextTable.CreateDynamicColorBlendState(device, pCreateInfo, pState); + if (result == XGL_SUCCESS) { + loader_platform_thread_lock_mutex(&globalLock); + insertGlobalObjectNode(*pState, pCreateInfo->sType, pCreateInfo, sizeof(XGL_DYNAMIC_CB_STATE_CREATE_INFO), "cb_state"); + loader_platform_thread_unlock_mutex(&globalLock); + } + return result; +} + +XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglCreateDynamicDepthStencilState(XGL_DEVICE device, const XGL_DYNAMIC_DS_STATE_CREATE_INFO* pCreateInfo, + XGL_DYNAMIC_DS_STATE_OBJECT* pState) +{ + XGL_RESULT result = nextTable.CreateDynamicDepthStencilState(device, pCreateInfo, pState); + if (result == XGL_SUCCESS) { + loader_platform_thread_lock_mutex(&globalLock); + insertGlobalObjectNode(*pState, pCreateInfo->sType, pCreateInfo, sizeof(XGL_DYNAMIC_DS_STATE_CREATE_INFO), "ds_state"); + loader_platform_thread_unlock_mutex(&globalLock); + } + 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); + // At time of cmd buffer creation, create global cmd buffer node for the returned cmd buffer + loader_platform_thread_lock_mutex(&globalLock); + if (*pCmdBuffer) + insertGlobalCB(*pCmdBuffer); + printGlobalCB(); + loader_platform_thread_unlock_mutex(&globalLock); + return result; +} + +XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglBeginCommandBuffer(XGL_CMD_BUFFER cmdBuffer, const XGL_CMD_BUFFER_BEGIN_INFO* pBeginInfo) +{ + // This implicitly resets the Cmd Buffer so make sure any fence is done and then clear memory references + GLOBAL_CB_NODE* pCBTrav = getGlobalCBNode(cmdBuffer); + if (pCBTrav && (!fenceRetired(pCBTrav->fenceId))) { + bool32_t cbDone = checkCBCompleted(cmdBuffer); + if (XGL_FALSE == cbDone) { + char str[1024]; + sprintf(str, "Calling xglBeginCommandBuffer() on active CB %p before it has completed. You must check CB flag before this call.", cmdBuffer); + layerCbMsg(XGL_DBG_MSG_ERROR, XGL_VALIDATION_LEVEL_0, cmdBuffer, 0, MEMTRACK_RESET_CB_WHILE_IN_FLIGHT, "MEM", str); + } + } + XGL_RESULT result = nextTable.BeginCommandBuffer(cmdBuffer, pBeginInfo); + loader_platform_thread_lock_mutex(&globalLock); + freeCBBindings(cmdBuffer); + loader_platform_thread_unlock_mutex(&globalLock); + return result; +} + +XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglEndCommandBuffer(XGL_CMD_BUFFER cmdBuffer) +{ + // TODO : Anything to do here? + XGL_RESULT result = nextTable.EndCommandBuffer(cmdBuffer); + return result; +} + +XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglResetCommandBuffer(XGL_CMD_BUFFER cmdBuffer) +{ + // Verify that CB is complete (not in-flight) + GLOBAL_CB_NODE* pCBTrav = getGlobalCBNode(cmdBuffer); + if (pCBTrav && (!fenceRetired(pCBTrav->fenceId))) { + bool32_t cbDone = checkCBCompleted(cmdBuffer); + if (XGL_FALSE == cbDone) { + char str[1024]; + sprintf(str, "Resetting CB %p before it has completed. You must check CB flag before calling xglResetCommandBuffer().", cmdBuffer); + layerCbMsg(XGL_DBG_MSG_ERROR, XGL_VALIDATION_LEVEL_0, cmdBuffer, 0, MEMTRACK_RESET_CB_WHILE_IN_FLIGHT, "MEM", str); + } + } + // Clear memory references as this point. + loader_platform_thread_lock_mutex(&globalLock); + freeCBBindings(cmdBuffer); + loader_platform_thread_unlock_mutex(&globalLock); + XGL_RESULT result = nextTable.ResetCommandBuffer(cmdBuffer); + return result; +} +// TODO : For any xglCmdBind* calls that include an object which has mem bound to it, +// need to account for that mem now having binding to given cmdBuffer +XGL_LAYER_EXPORT void XGLAPI xglCmdBindPipeline(XGL_CMD_BUFFER cmdBuffer, XGL_PIPELINE_BIND_POINT pipelineBindPoint, XGL_PIPELINE pipeline) +{ +#if 0 + // TODO : If memory bound to pipeline, then need to tie that mem to cmdBuffer + if (getPipeline(pipeline)) { + GLOBAL_CB_NODE *pCBTrav = getGlobalCBNode(cmdBuffer); + if (pCBTrav) { + pCBTrav->pipelines[pipelineBindPoint] = pipeline; + } else { + char str[1024]; + sprintf(str, "Attempt to bind Pipeline %p to non-existant command buffer %p!", (void*)pipeline, cmdBuffer); + layerCbMsg(XGL_DBG_MSG_ERROR, XGL_VALIDATION_LEVEL_0, cmdBuffer, 0, MEMTRACK_INVALID_CB, (char *) "DS", (char *) str); + } + } + else { + char str[1024]; + sprintf(str, "Attempt to bind Pipeline %p that doesn't exist!", (void*)pipeline); + layerCbMsg(XGL_DBG_MSG_ERROR, XGL_VALIDATION_LEVEL_0, pipeline, 0, MEMTRACK_INVALID_OBJECT, (char *) "DS", (char *) str); + } +#endif + nextTable.CmdBindPipeline(cmdBuffer, pipelineBindPoint, pipeline); +} + +XGL_LAYER_EXPORT void XGLAPI xglCmdBindDynamicStateObject(XGL_CMD_BUFFER cmdBuffer, XGL_STATE_BIND_POINT stateBindPoint, XGL_DYNAMIC_STATE_OBJECT state) +{ + GLOBAL_OBJECT_NODE *pNode; + loader_platform_thread_lock_mutex(&globalLock); + GLOBAL_CB_NODE *pCmdBuf = getGlobalCBNode(cmdBuffer); + if (!pCmdBuf) { + char str[1024]; + sprintf(str, "Unable to find command buffer object %p, was it ever created?", (void*)cmdBuffer); + layerCbMsg(XGL_DBG_MSG_ERROR, XGL_VALIDATION_LEVEL_0, cmdBuffer, 0, MEMTRACK_INVALID_CB, "DD", str); + } + pNode = getGlobalObjectNode(state); + if (!pNode) { + char str[1024]; + sprintf(str, "Unable to find dynamic state object %p, was it ever created?", (void*)state); + layerCbMsg(XGL_DBG_MSG_ERROR, XGL_VALIDATION_LEVEL_0, state, 0, MEMTRACK_INVALID_OBJECT, "DD", str); + } + pCmdBuf->pDynamicState[stateBindPoint] = pNode; + loader_platform_thread_unlock_mutex(&globalLock); + nextTable.CmdBindDynamicStateObject(cmdBuffer, stateBindPoint, state); +} + +XGL_LAYER_EXPORT void XGLAPI xglCmdBindDescriptorSet(XGL_CMD_BUFFER cmdBuffer, XGL_PIPELINE_BIND_POINT pipelineBindPoint, + XGL_DESCRIPTOR_SET descriptorSet, const uint32_t* pUserData) +{ + // TODO : Somewhere need to verify that all textures referenced by shaders in DS are in some type of *SHADER_READ* state + nextTable.CmdBindDescriptorSet(cmdBuffer, pipelineBindPoint, descriptorSet, pUserData); +} + +XGL_LAYER_EXPORT void XGLAPI xglCmdBindVertexBuffer(XGL_CMD_BUFFER cmdBuffer, XGL_BUFFER buffer, XGL_GPU_SIZE offset, uint32_t binding) +{ + nextTable.CmdBindVertexBuffer(cmdBuffer, buffer, offset, binding); +} + +XGL_LAYER_EXPORT void XGLAPI xglCmdBindIndexBuffer(XGL_CMD_BUFFER cmdBuffer, XGL_BUFFER buffer, XGL_GPU_SIZE offset, XGL_INDEX_TYPE indexType) +{ + nextTable.CmdBindIndexBuffer(cmdBuffer, buffer, offset, indexType); +} + +XGL_LAYER_EXPORT void XGLAPI xglCmdDrawIndirect(XGL_CMD_BUFFER cmdBuffer, XGL_BUFFER buffer, XGL_GPU_SIZE offset, uint32_t count, uint32_t stride) +{ + loader_platform_thread_lock_mutex(&globalLock); + XGL_GPU_MEMORY mem = getMemBindingFromObject(buffer); + if (XGL_FALSE == updateCBBinding(cmdBuffer, mem)) { + char str[1024]; + sprintf(str, "In xglCmdDrawIndirect() call unable to update binding of buffer %p to cmdBuffer %p", buffer, cmdBuffer); + layerCbMsg(XGL_DBG_MSG_ERROR, XGL_VALIDATION_LEVEL_0, cmdBuffer, 0, MEMTRACK_MEMORY_BINDING_ERROR, "MEM", str); + } + loader_platform_thread_unlock_mutex(&globalLock); + nextTable.CmdDrawIndirect(cmdBuffer, buffer, offset, count, stride); +} + +XGL_LAYER_EXPORT void XGLAPI xglCmdDrawIndexedIndirect(XGL_CMD_BUFFER cmdBuffer, XGL_BUFFER buffer, XGL_GPU_SIZE offset, uint32_t count, uint32_t stride) +{ + loader_platform_thread_lock_mutex(&globalLock); + XGL_GPU_MEMORY mem = getMemBindingFromObject(buffer); + if (XGL_FALSE == updateCBBinding(cmdBuffer, mem)) { + char str[1024]; + sprintf(str, "In xglCmdDrawIndexedIndirect() call unable to update binding of buffer %p to cmdBuffer %p", buffer, cmdBuffer); + layerCbMsg(XGL_DBG_MSG_ERROR, XGL_VALIDATION_LEVEL_0, cmdBuffer, 0, MEMTRACK_MEMORY_BINDING_ERROR, "MEM", str); + } + loader_platform_thread_unlock_mutex(&globalLock); + nextTable.CmdDrawIndexedIndirect(cmdBuffer, buffer, offset, count, stride); +} + +XGL_LAYER_EXPORT void XGLAPI xglCmdDispatchIndirect(XGL_CMD_BUFFER cmdBuffer, XGL_BUFFER buffer, XGL_GPU_SIZE offset) +{ + loader_platform_thread_lock_mutex(&globalLock); + XGL_GPU_MEMORY mem = getMemBindingFromObject(buffer); + if (XGL_FALSE == updateCBBinding(cmdBuffer, mem)) { + char str[1024]; + sprintf(str, "In xglCmdDispatchIndirect() call unable to update binding of buffer %p to cmdBuffer %p", buffer, cmdBuffer); + layerCbMsg(XGL_DBG_MSG_ERROR, XGL_VALIDATION_LEVEL_0, cmdBuffer, 0, MEMTRACK_MEMORY_BINDING_ERROR, "MEM", str); + } + loader_platform_thread_unlock_mutex(&globalLock); + nextTable.CmdDispatchIndirect(cmdBuffer, buffer, offset); +} + +XGL_LAYER_EXPORT void XGLAPI xglCmdCopyBuffer(XGL_CMD_BUFFER cmdBuffer, XGL_BUFFER srcBuffer, XGL_BUFFER destBuffer, + uint32_t regionCount, const XGL_BUFFER_COPY* pRegions) +{ + loader_platform_thread_lock_mutex(&globalLock); + XGL_GPU_MEMORY mem = getMemBindingFromObject(srcBuffer); + if (XGL_FALSE == updateCBBinding(cmdBuffer, mem)) { + char str[1024]; + sprintf(str, "In xglCmdCopyBuffer() call unable to update binding of srcBuffer %p to cmdBuffer %p", srcBuffer, cmdBuffer); + layerCbMsg(XGL_DBG_MSG_ERROR, XGL_VALIDATION_LEVEL_0, cmdBuffer, 0, MEMTRACK_MEMORY_BINDING_ERROR, "MEM", str); + } + mem = getMemBindingFromObject(destBuffer); + if (XGL_FALSE == updateCBBinding(cmdBuffer, mem)) { + char str[1024]; + sprintf(str, "In xglCmdCopyBuffer() call unable to update binding of destBuffer %p to cmdBuffer %p", destBuffer, cmdBuffer); + layerCbMsg(XGL_DBG_MSG_ERROR, XGL_VALIDATION_LEVEL_0, cmdBuffer, 0, MEMTRACK_MEMORY_BINDING_ERROR, "MEM", str); + } + loader_platform_thread_unlock_mutex(&globalLock); + nextTable.CmdCopyBuffer(cmdBuffer, srcBuffer, destBuffer, regionCount, pRegions); +} + +XGL_LAYER_EXPORT void XGLAPI xglCmdCopyImage(XGL_CMD_BUFFER cmdBuffer, XGL_IMAGE srcImage, XGL_IMAGE destImage, + uint32_t regionCount, const XGL_IMAGE_COPY* pRegions) +{ + // TODO : Each image will have mem mapping so track them + nextTable.CmdCopyImage(cmdBuffer, srcImage, destImage, regionCount, pRegions); +} + +XGL_LAYER_EXPORT void XGLAPI xglCmdCopyBufferToImage(XGL_CMD_BUFFER cmdBuffer, XGL_BUFFER srcBuffer, XGL_IMAGE destImage, + uint32_t regionCount, const XGL_BUFFER_IMAGE_COPY* pRegions) +{ + // TODO : Track this + loader_platform_thread_lock_mutex(&globalLock); + XGL_GPU_MEMORY mem = getMemBindingFromObject(destImage); + if (XGL_FALSE == updateCBBinding(cmdBuffer, mem)) { + char str[1024]; + sprintf(str, "In xglCmdCopyMemoryToImage() call unable to update binding of destImage buffer %p to cmdBuffer %p", destImage, cmdBuffer); + layerCbMsg(XGL_DBG_MSG_ERROR, XGL_VALIDATION_LEVEL_0, cmdBuffer, 0, MEMTRACK_MEMORY_BINDING_ERROR, "MEM", str); + } + + mem = getMemBindingFromObject(srcBuffer); + if (XGL_FALSE == updateCBBinding(cmdBuffer, mem)) { + char str[1024]; + sprintf(str, "In xglCmdCopyMemoryToImage() call unable to update binding of srcBuffer %p to cmdBuffer %p", srcBuffer, cmdBuffer); + layerCbMsg(XGL_DBG_MSG_ERROR, XGL_VALIDATION_LEVEL_0, cmdBuffer, 0, MEMTRACK_MEMORY_BINDING_ERROR, "MEM", str); + } + loader_platform_thread_unlock_mutex(&globalLock); + nextTable.CmdCopyBufferToImage(cmdBuffer, srcBuffer, destImage, regionCount, pRegions); +} + +XGL_LAYER_EXPORT void XGLAPI xglCmdCopyImageToBuffer(XGL_CMD_BUFFER cmdBuffer, XGL_IMAGE srcImage, XGL_BUFFER destBuffer, + uint32_t regionCount, const XGL_BUFFER_IMAGE_COPY* pRegions) +{ + // TODO : Track this + loader_platform_thread_lock_mutex(&globalLock); + XGL_GPU_MEMORY mem = getMemBindingFromObject(srcImage); + if (XGL_FALSE == updateCBBinding(cmdBuffer, mem)) { + char str[1024]; + sprintf(str, "In xglCmdCopyImageToMemory() call unable to update binding of srcImage buffer %p to cmdBuffer %p", srcImage, cmdBuffer); + layerCbMsg(XGL_DBG_MSG_ERROR, XGL_VALIDATION_LEVEL_0, cmdBuffer, 0, MEMTRACK_MEMORY_BINDING_ERROR, "MEM", str); + } + mem = getMemBindingFromObject(destBuffer); + if (XGL_FALSE == updateCBBinding(cmdBuffer, mem)) { + char str[1024]; + sprintf(str, "In xglCmdCopyImageToMemory() call unable to update binding of destBuffer %p to cmdBuffer %p", destBuffer, cmdBuffer); + layerCbMsg(XGL_DBG_MSG_ERROR, XGL_VALIDATION_LEVEL_0, cmdBuffer, 0, MEMTRACK_MEMORY_BINDING_ERROR, "MEM", str); + } + loader_platform_thread_unlock_mutex(&globalLock); + nextTable.CmdCopyImageToBuffer(cmdBuffer, srcImage, destBuffer, regionCount, pRegions); +} + +XGL_LAYER_EXPORT void XGLAPI xglCmdCloneImageData(XGL_CMD_BUFFER cmdBuffer, XGL_IMAGE srcImage, XGL_IMAGE_LAYOUT srcImageLayout, + XGL_IMAGE destImage, XGL_IMAGE_LAYOUT destImageLayout) +{ + // TODO : Each image will have mem mapping so track them + loader_platform_thread_lock_mutex(&globalLock); + XGL_GPU_MEMORY mem = getMemBindingFromObject(srcImage); + if (XGL_FALSE == updateCBBinding(cmdBuffer, mem)) { + char str[1024]; + sprintf(str, "In xglCmdCloneImageData() call unable to update binding of srcImage buffer %p to cmdBuffer %p", srcImage, cmdBuffer); + layerCbMsg(XGL_DBG_MSG_ERROR, XGL_VALIDATION_LEVEL_0, cmdBuffer, 0, MEMTRACK_MEMORY_BINDING_ERROR, "MEM", str); + } + mem = getMemBindingFromObject(destImage); + if (XGL_FALSE == updateCBBinding(cmdBuffer, mem)) { + char str[1024]; + sprintf(str, "In xglCmdCloneImageData() call unable to update binding of destImage buffer %p to cmdBuffer %p", destImage, cmdBuffer); + layerCbMsg(XGL_DBG_MSG_ERROR, XGL_VALIDATION_LEVEL_0, cmdBuffer, 0, MEMTRACK_MEMORY_BINDING_ERROR, "MEM", str); + } + loader_platform_thread_unlock_mutex(&globalLock); + nextTable.CmdCloneImageData(cmdBuffer, srcImage, srcImageLayout, destImage, destImageLayout); +} + +XGL_LAYER_EXPORT void XGLAPI xglCmdUpdateBuffer(XGL_CMD_BUFFER cmdBuffer, XGL_BUFFER destBuffer, XGL_GPU_SIZE destOffset, XGL_GPU_SIZE dataSize, const uint32_t* pData) +{ + loader_platform_thread_lock_mutex(&globalLock); + XGL_GPU_MEMORY mem = getMemBindingFromObject(destBuffer); + if (XGL_FALSE == updateCBBinding(cmdBuffer, mem)) { + char str[1024]; + sprintf(str, "In xglCmdUpdateMemory() call unable to update binding of destBuffer %p to cmdBuffer %p", destBuffer, cmdBuffer); + layerCbMsg(XGL_DBG_MSG_ERROR, XGL_VALIDATION_LEVEL_0, cmdBuffer, 0, MEMTRACK_MEMORY_BINDING_ERROR, "MEM", str); + } + loader_platform_thread_unlock_mutex(&globalLock); + nextTable.CmdUpdateBuffer(cmdBuffer, destBuffer, destOffset, dataSize, pData); +} + +XGL_LAYER_EXPORT void XGLAPI xglCmdFillBuffer(XGL_CMD_BUFFER cmdBuffer, XGL_BUFFER destBuffer, XGL_GPU_SIZE destOffset, XGL_GPU_SIZE fillSize, uint32_t data) +{ + loader_platform_thread_lock_mutex(&globalLock); + XGL_GPU_MEMORY mem = getMemBindingFromObject(destBuffer); + if (XGL_FALSE == updateCBBinding(cmdBuffer, mem)) { + char str[1024]; + sprintf(str, "In xglCmdFillMemory() call unable to update binding of destBuffer %p to cmdBuffer %p", destBuffer, cmdBuffer); + layerCbMsg(XGL_DBG_MSG_ERROR, XGL_VALIDATION_LEVEL_0, cmdBuffer, 0, MEMTRACK_MEMORY_BINDING_ERROR, "MEM", str); + } + loader_platform_thread_unlock_mutex(&globalLock); + nextTable.CmdFillBuffer(cmdBuffer, destBuffer, destOffset, fillSize, data); +} + +XGL_LAYER_EXPORT void XGLAPI xglCmdClearColorImage(XGL_CMD_BUFFER cmdBuffer, XGL_IMAGE image, const float color[4], + uint32_t rangeCount, const XGL_IMAGE_SUBRESOURCE_RANGE* pRanges) +{ + // TODO : Verify memory is in XGL_IMAGE_STATE_CLEAR state + loader_platform_thread_lock_mutex(&globalLock); + XGL_GPU_MEMORY mem = getMemBindingFromObject(image); + if (XGL_FALSE == updateCBBinding(cmdBuffer, mem)) { + char str[1024]; + sprintf(str, "In xglCmdClearColorImage() call unable to update binding of image buffer %p to cmdBuffer %p", image, cmdBuffer); + layerCbMsg(XGL_DBG_MSG_ERROR, XGL_VALIDATION_LEVEL_0, cmdBuffer, 0, MEMTRACK_MEMORY_BINDING_ERROR, "MEM", str); + } + loader_platform_thread_unlock_mutex(&globalLock); + nextTable.CmdClearColorImage(cmdBuffer, image, color, rangeCount, pRanges); +} + +XGL_LAYER_EXPORT void XGLAPI xglCmdClearColorImageRaw(XGL_CMD_BUFFER cmdBuffer, XGL_IMAGE image, const uint32_t color[4], + uint32_t rangeCount, const XGL_IMAGE_SUBRESOURCE_RANGE* pRanges) +{ + // TODO : Verify memory is in XGL_IMAGE_STATE_CLEAR state + loader_platform_thread_lock_mutex(&globalLock); + XGL_GPU_MEMORY mem = getMemBindingFromObject(image); + if (XGL_FALSE == updateCBBinding(cmdBuffer, mem)) { + char str[1024]; + sprintf(str, "In xglCmdClearColorImageRaw() call unable to update binding of image buffer %p to cmdBuffer %p", image, cmdBuffer); + layerCbMsg(XGL_DBG_MSG_ERROR, XGL_VALIDATION_LEVEL_0, cmdBuffer, 0, MEMTRACK_MEMORY_BINDING_ERROR, "MEM", str); + } + loader_platform_thread_unlock_mutex(&globalLock); + nextTable.CmdClearColorImageRaw(cmdBuffer, image, color, rangeCount, pRanges); +} + +XGL_LAYER_EXPORT void XGLAPI xglCmdClearDepthStencil(XGL_CMD_BUFFER cmdBuffer, XGL_IMAGE image, float depth, + uint32_t stencil, uint32_t rangeCount, const XGL_IMAGE_SUBRESOURCE_RANGE* pRanges) +{ + // TODO : Verify memory is in XGL_IMAGE_STATE_CLEAR state + loader_platform_thread_lock_mutex(&globalLock); + XGL_GPU_MEMORY mem = getMemBindingFromObject(image); + if (XGL_FALSE == updateCBBinding(cmdBuffer, mem)) { + char str[1024]; + sprintf(str, "In xglCmdClearDepthStencil() call unable to update binding of image buffer %p to cmdBuffer %p", image, cmdBuffer); + layerCbMsg(XGL_DBG_MSG_ERROR, XGL_VALIDATION_LEVEL_0, cmdBuffer, 0, MEMTRACK_MEMORY_BINDING_ERROR, "MEM", str); + } + loader_platform_thread_unlock_mutex(&globalLock); + nextTable.CmdClearDepthStencil(cmdBuffer, image, depth, stencil, rangeCount, pRanges); +} + +XGL_LAYER_EXPORT void XGLAPI xglCmdResolveImage(XGL_CMD_BUFFER cmdBuffer, XGL_IMAGE srcImage, XGL_IMAGE destImage, + uint32_t rectCount, const XGL_IMAGE_RESOLVE* pRects) +{ + loader_platform_thread_lock_mutex(&globalLock); + XGL_GPU_MEMORY mem = getMemBindingFromObject(srcImage); + if (XGL_FALSE == updateCBBinding(cmdBuffer, mem)) { + char str[1024]; + sprintf(str, "In xglCmdResolveImage() call unable to update binding of srcImage buffer %p to cmdBuffer %p", srcImage, cmdBuffer); + layerCbMsg(XGL_DBG_MSG_ERROR, XGL_VALIDATION_LEVEL_0, cmdBuffer, 0, MEMTRACK_MEMORY_BINDING_ERROR, "MEM", str); + } + mem = getMemBindingFromObject(destImage); + if (XGL_FALSE == updateCBBinding(cmdBuffer, mem)) { + char str[1024]; + sprintf(str, "In xglCmdResolveImage() call unable to update binding of destImage buffer %p to cmdBuffer %p", destImage, cmdBuffer); + layerCbMsg(XGL_DBG_MSG_ERROR, XGL_VALIDATION_LEVEL_0, cmdBuffer, 0, MEMTRACK_MEMORY_BINDING_ERROR, "MEM", str); + } + loader_platform_thread_unlock_mutex(&globalLock); + nextTable.CmdResolveImage(cmdBuffer, srcImage, destImage, rectCount, pRects); +} + +XGL_LAYER_EXPORT void XGLAPI xglCmdBeginQuery(XGL_CMD_BUFFER cmdBuffer, XGL_QUERY_POOL queryPool, uint32_t slot, XGL_FLAGS flags) +{ + loader_platform_thread_lock_mutex(&globalLock); + XGL_GPU_MEMORY mem = getMemBindingFromObject(queryPool); + if (XGL_FALSE == updateCBBinding(cmdBuffer, mem)) { + char str[1024]; + sprintf(str, "In xglCmdBeginQuery() call unable to update binding of queryPool buffer %p to cmdBuffer %p", queryPool, cmdBuffer); + layerCbMsg(XGL_DBG_MSG_ERROR, XGL_VALIDATION_LEVEL_0, cmdBuffer, 0, MEMTRACK_MEMORY_BINDING_ERROR, "MEM", str); + } + loader_platform_thread_unlock_mutex(&globalLock); + nextTable.CmdBeginQuery(cmdBuffer, queryPool, slot, flags); +} + +XGL_LAYER_EXPORT void XGLAPI xglCmdEndQuery(XGL_CMD_BUFFER cmdBuffer, XGL_QUERY_POOL queryPool, uint32_t slot) +{ + loader_platform_thread_lock_mutex(&globalLock); + XGL_GPU_MEMORY mem = getMemBindingFromObject(queryPool); + if (XGL_FALSE == updateCBBinding(cmdBuffer, mem)) { + char str[1024]; + sprintf(str, "In xglCmdEndQuery() call unable to update binding of queryPool buffer %p to cmdBuffer %p", queryPool, cmdBuffer); + layerCbMsg(XGL_DBG_MSG_ERROR, XGL_VALIDATION_LEVEL_0, cmdBuffer, 0, MEMTRACK_MEMORY_BINDING_ERROR, "MEM", str); + } + loader_platform_thread_unlock_mutex(&globalLock); + nextTable.CmdEndQuery(cmdBuffer, queryPool, slot); +} + +XGL_LAYER_EXPORT void XGLAPI xglCmdResetQueryPool(XGL_CMD_BUFFER cmdBuffer, XGL_QUERY_POOL queryPool, uint32_t startQuery, uint32_t queryCount) +{ + loader_platform_thread_lock_mutex(&globalLock); + XGL_GPU_MEMORY mem = getMemBindingFromObject(queryPool); + if (XGL_FALSE == updateCBBinding(cmdBuffer, mem)) { + char str[1024]; + sprintf(str, "In xglCmdResetQueryPool() call unable to update binding of queryPool buffer %p to cmdBuffer %p", queryPool, cmdBuffer); + layerCbMsg(XGL_DBG_MSG_ERROR, XGL_VALIDATION_LEVEL_0, cmdBuffer, 0, MEMTRACK_MEMORY_BINDING_ERROR, "MEM", str); + } + loader_platform_thread_unlock_mutex(&globalLock); + nextTable.CmdResetQueryPool(cmdBuffer, queryPool, startQuery, queryCount); +} + +XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglDbgRegisterMsgCallback(XGL_DBG_MSG_CALLBACK_FUNCTION pfnMsgCallback, void* pUserData) +{ + // This layer intercepts callbacks + XGL_LAYER_DBG_FUNCTION_NODE *pNewDbgFuncNode = (XGL_LAYER_DBG_FUNCTION_NODE*)malloc(sizeof(XGL_LAYER_DBG_FUNCTION_NODE)); + if (!pNewDbgFuncNode) + return XGL_ERROR_OUT_OF_MEMORY; + pNewDbgFuncNode->pfnMsgCallback = pfnMsgCallback; + pNewDbgFuncNode->pUserData = pUserData; + pNewDbgFuncNode->pNext = g_pDbgFunctionHead; + g_pDbgFunctionHead = pNewDbgFuncNode; + // force callbacks if DebugAction hasn't been set already other than initial value + if (g_actionIsDefault) { + g_debugAction = XGL_DBG_LAYER_ACTION_CALLBACK; + } + XGL_RESULT result = nextTable.DbgRegisterMsgCallback(pfnMsgCallback, pUserData); + return result; +} + +XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglDbgUnregisterMsgCallback(XGL_DBG_MSG_CALLBACK_FUNCTION pfnMsgCallback) +{ + XGL_LAYER_DBG_FUNCTION_NODE *pTrav = g_pDbgFunctionHead; + XGL_LAYER_DBG_FUNCTION_NODE *pPrev = pTrav; + while (pTrav) { + if (pTrav->pfnMsgCallback == pfnMsgCallback) { + pPrev->pNext = pTrav->pNext; + if (g_pDbgFunctionHead == pTrav) + g_pDbgFunctionHead = pTrav->pNext; + free(pTrav); + break; + } + pPrev = pTrav; + pTrav = pTrav->pNext; + } + if (g_pDbgFunctionHead == NULL) + { + if (g_actionIsDefault) { + g_debugAction = XGL_DBG_LAYER_ACTION_LOG_MSG; + } else { + g_debugAction = (XGL_LAYER_DBG_ACTION)(g_debugAction & ~((uint32_t)XGL_DBG_LAYER_ACTION_CALLBACK)); + } + } + XGL_RESULT result = nextTable.DbgUnregisterMsgCallback(pfnMsgCallback); + return result; +} + +#if !defined(WIN32) +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); + loader_platform_thread_lock_mutex(&globalLock); + if (XGL_SUCCESS == result) { + // Add image object, then insert the new Mem Object and then bind it to created image + insertGlobalObjectNode(*pImage, _XGL_STRUCTURE_TYPE_MAX_ENUM, pCreateInfo, sizeof(XGL_WSI_X11_PRESENTABLE_IMAGE_CREATE_INFO), "wsi_x11_image"); + insertGlobalMemObj(*pMem, NULL); + if (XGL_FALSE == updateObjectBinding(*pImage, *pMem)) { + char str[1024]; + sprintf(str, "In xglWsiX11CreatePresentableImage(), unable to set image %p binding to mem obj %p", (void*)*pImage, (void*)*pMem); + layerCbMsg(XGL_DBG_MSG_ERROR, XGL_VALIDATION_LEVEL_0, *pImage, 0, MEMTRACK_MEMORY_BINDING_ERROR, "MEM", str); + } + } + printObjList(); + printMemList(); + loader_platform_thread_unlock_mutex(&globalLock); + return result; +} + +XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglWsiX11QueuePresent(XGL_QUEUE queue, const XGL_WSI_X11_PRESENT_INFO* pPresentInfo, XGL_FENCE fence) +{ + loader_platform_thread_lock_mutex(&globalLock); + addFenceNode(fence); + char str[1024]; + sprintf(str, "In xglWsiX11QueuePresent(), checking queue %p for fence %p", queue, fence); + layerCbMsg(XGL_DBG_MSG_UNKNOWN, XGL_VALIDATION_LEVEL_0, queue, 0, MEMTRACK_NONE, "MEM", str); + loader_platform_thread_unlock_mutex(&globalLock); + XGL_RESULT result = nextTable.WsiX11QueuePresent(queue, pPresentInfo, fence); + return result; +} +#endif // WIN32 + +XGL_LAYER_EXPORT void* XGLAPI xglGetProcAddr(XGL_PHYSICAL_GPU gpu, const char* funcName) +{ + XGL_BASE_LAYER_OBJECT* gpuw = (XGL_BASE_LAYER_OBJECT *) gpu; + + if (gpu == NULL) + return NULL; + pCurObj = gpuw; + loader_platform_thread_once(&g_initOnce, initMemTracker); + + if (!strcmp(funcName, "xglGetProcAddr")) + return (void *) xglGetProcAddr; + if (!strcmp(funcName, "xglCreateDevice")) + return (void*) xglCreateDevice; + if (!strcmp(funcName, "xglDestroyDevice")) + return (void*) xglDestroyDevice; + if (!strcmp(funcName, "xglEnumerateLayers")) + return (void*) xglEnumerateLayers; + if (!strcmp(funcName, "xglQueueSubmit")) + return (void*) xglQueueSubmit; + if (!strcmp(funcName, "xglQueueSetGlobalMemReferences")) + return (void*) xglQueueSetGlobalMemReferences; + if (!strcmp(funcName, "xglAllocMemory")) + return (void*) xglAllocMemory; + if (!strcmp(funcName, "xglFreeMemory")) + return (void*) xglFreeMemory; + if (!strcmp(funcName, "xglSetMemoryPriority")) + return (void*) xglSetMemoryPriority; + if (!strcmp(funcName, "xglMapMemory")) + return (void*) xglMapMemory; + if (!strcmp(funcName, "xglUnmapMemory")) + return (void*) xglUnmapMemory; + if (!strcmp(funcName, "xglPinSystemMemory")) + return (void*) xglPinSystemMemory; + if (!strcmp(funcName, "xglOpenSharedMemory")) + return (void*) xglOpenSharedMemory; + if (!strcmp(funcName, "xglOpenPeerMemory")) + return (void*) xglOpenPeerMemory; + if (!strcmp(funcName, "xglOpenPeerImage")) + return (void*) xglOpenPeerImage; + if (!strcmp(funcName, "xglDestroyObject")) + return (void*) xglDestroyObject; + if (!strcmp(funcName, "xglGetObjectInfo")) + return (void*) xglGetObjectInfo; + if (!strcmp(funcName, "xglBindObjectMemory")) + return (void*) xglBindObjectMemory; + if (!strcmp(funcName, "xglCreateFence")) + return (void*) xglCreateFence; + if (!strcmp(funcName, "xglGetFenceStatus")) + return (void*) xglGetFenceStatus; + if (!strcmp(funcName, "xglWaitForFences")) + return (void*) xglWaitForFences; + if (!strcmp(funcName, "xglQueueWaitIdle")) + return (void*) xglQueueWaitIdle; + if (!strcmp(funcName, "xglDeviceWaitIdle")) + return (void*) xglDeviceWaitIdle; + if (!strcmp(funcName, "xglCreateEvent")) + return (void*) xglCreateEvent; + if (!strcmp(funcName, "xglCreateQueryPool")) + return (void*) xglCreateQueryPool; + if (!strcmp(funcName, "xglCreateBuffer")) + return (void*) xglCreateBuffer; + if (!strcmp(funcName, "xglCreateBufferView")) + return (void*) xglCreateBufferView; + if (!strcmp(funcName, "xglCreateImage")) + return (void*) xglCreateImage; + if (!strcmp(funcName, "xglCreateImageView")) + return (void*) xglCreateImageView; + if (!strcmp(funcName, "xglCreateColorAttachmentView")) + return (void*) xglCreateColorAttachmentView; + if (!strcmp(funcName, "xglCreateDepthStencilView")) + return (void*) xglCreateDepthStencilView; + if (!strcmp(funcName, "xglCreateShader")) + return (void*) xglCreateShader; + if (!strcmp(funcName, "xglCreateGraphicsPipeline")) + return (void*) xglCreateGraphicsPipeline; + if (!strcmp(funcName, "xglCreateComputePipeline")) + return (void*) xglCreateComputePipeline; + if (!strcmp(funcName, "xglCreateSampler")) + return (void*) xglCreateSampler; + if (!strcmp(funcName, "xglCreateDynamicViewportState")) + return (void*) xglCreateDynamicViewportState; + if (!strcmp(funcName, "xglCreateDynamicRasterState")) + return (void*) xglCreateDynamicRasterState; + if (!strcmp(funcName, "xglCreateDynamicColorBlendState")) + return (void*) xglCreateDynamicColorBlendState; + if (!strcmp(funcName, "xglCreateDynamicDepthStencilState")) + return (void*) xglCreateDynamicDepthStencilState; + if (!strcmp(funcName, "xglCreateCommandBuffer")) + return (void*) xglCreateCommandBuffer; + if (!strcmp(funcName, "xglBeginCommandBuffer")) + return (void*) xglBeginCommandBuffer; + if (!strcmp(funcName, "xglEndCommandBuffer")) + return (void*) xglEndCommandBuffer; + if (!strcmp(funcName, "xglResetCommandBuffer")) + return (void*) xglResetCommandBuffer; + if (!strcmp(funcName, "xglCmdBindPipeline")) + return (void*) xglCmdBindPipeline; + if (!strcmp(funcName, "xglCmdBindDynamicStateObject")) + return (void*) xglCmdBindDynamicStateObject; + if (!strcmp(funcName, "xglCmdBindDescriptorSet")) + return (void*) xglCmdBindDescriptorSet; + if (!strcmp(funcName, "xglCmdBindVertexBuffer")) + return (void*) xglCmdBindVertexBuffer; + if (!strcmp(funcName, "xglCmdBindIndexBuffer")) + return (void*) xglCmdBindIndexBuffer; + if (!strcmp(funcName, "xglCmdDrawIndirect")) + return (void*) xglCmdDrawIndirect; + if (!strcmp(funcName, "xglCmdDrawIndexedIndirect")) + return (void*) xglCmdDrawIndexedIndirect; + if (!strcmp(funcName, "xglCmdDispatchIndirect")) + return (void*) xglCmdDispatchIndirect; + if (!strcmp(funcName, "xglCmdCopyBuffer")) + return (void*) xglCmdCopyBuffer; + if (!strcmp(funcName, "xglCmdCopyImage")) + return (void*) xglCmdCopyImage; + if (!strcmp(funcName, "xglCmdCopyBufferToImage")) + return (void*) xglCmdCopyBufferToImage; + if (!strcmp(funcName, "xglCmdCopyImageToBuffer")) + return (void*) xglCmdCopyImageToBuffer; + if (!strcmp(funcName, "xglCmdCloneImageData")) + return (void*) xglCmdCloneImageData; + if (!strcmp(funcName, "xglCmdUpdateBuffer")) + return (void*) xglCmdUpdateBuffer; + if (!strcmp(funcName, "xglCmdFillBuffer")) + return (void*) xglCmdFillBuffer; + if (!strcmp(funcName, "xglCmdClearColorImage")) + return (void*) xglCmdClearColorImage; + if (!strcmp(funcName, "xglCmdClearColorImageRaw")) + return (void*) xglCmdClearColorImageRaw; + if (!strcmp(funcName, "xglCmdClearDepthStencil")) + return (void*) xglCmdClearDepthStencil; + if (!strcmp(funcName, "xglCmdResolveImage")) + return (void*) xglCmdResolveImage; + if (!strcmp(funcName, "xglCmdBeginQuery")) + return (void*) xglCmdBeginQuery; + if (!strcmp(funcName, "xglCmdEndQuery")) + return (void*) xglCmdEndQuery; + if (!strcmp(funcName, "xglCmdResetQueryPool")) + return (void*) xglCmdResetQueryPool; + if (!strcmp(funcName, "xglDbgRegisterMsgCallback")) + return (void*) xglDbgRegisterMsgCallback; + if (!strcmp(funcName, "xglDbgUnregisterMsgCallback")) + return (void*) xglDbgUnregisterMsgCallback; +#if !defined(WIN32) + if (!strcmp(funcName, "xglWsiX11CreatePresentableImage")) + return (void*) xglWsiX11CreatePresentableImage; + if (!strcmp(funcName, "xglWsiX11QueuePresent")) + return (void*) xglWsiX11QueuePresent; +#endif + else { + if (gpuw->pGPA == NULL) + return NULL; + return gpuw->pGPA((XGL_PHYSICAL_GPU)gpuw->nextObject, funcName); + } +} |
