#include <stdexcept>
#include <cstdio>
#include <cstdlib>
+#include "breakpoint.h"
#include "enums.h"
+#include "functions.h"
#include "gldbg.h"
#include "inspector.h"
#include "strformat.h"
using namespace std;
-Inspector::Inspector(GlDbg &dbg)
+Inspector::Inspector(GlDbg &d):
+ gldbg(d),
+ decoder(gldecoder_new(this, NULL)),
+ query_state(0)
{
- CommandInterpreter &cmd_interp = dbg.get_command_interpreter();
+ CommandInterpreter &cmd_interp = gldbg.get_command_interpreter();
cmd_interp.register_command("state", this, &Inspector::cmd_state)
.set_help("Inspects general GL state",
"state vertex\n"
" Print current vertex attributes\n\n"
+ "state array\n"
+ " Show current vertex arrays\n\n"
"state bind\n"
" Show current bindings\n");
" List program objects\n\n"
"program ID\n"
" Print information about a program object\n");
+
+ decoder->gldBreak = gldBreak;
+}
+
+Inspector::~Inspector()
+{
+ gldecoder_delete(decoder);
}
void Inspector::decode(const char *data, unsigned len)
{
+ if(query_state)
+ gldecoder_decode(decoder, data, len);
state.decode(data, len);
}
+void Inspector::process_started()
+{
+ gldbg.set_breakpoint(FUNC_GLXMAKECURRENT, BREAK_RETURN, this);
+ query_state = 1;
+}
+
+void Inspector::process_stopped(int reason)
+{
+ if((reason>>8)==3 && query_state==2)
+ {
+ GlPacket *pkt = packet_begin(FUNC_GLDQUERYLIMITS);
+ gldbg.send(pkt);
+ query_state = 0;
+ gldbg.resume_from_break(this);
+ }
+}
+
+void Inspector::gldBreak(void *user_data, unsigned short func, unsigned char flag)
+{
+ if(func==FUNC_GLXMAKECURRENT && flag==BREAK_RETURN)
+ ++reinterpret_cast<Inspector *>(user_data)->query_state;
+}
+
void Inspector::print_indented(const string &str, unsigned indent)
{
string spaces(indent, ' ');
printf("Current vertex attributes:\n");
const Vector4 &color = glstate.get_color();
printf(" Color: [%05.3f, %05.3f, %05.3f, %05.3f]\n", color.r, color.g, color.b, color.a);
- for(unsigned i=0; i<8; ++i)
+ unsigned count = glstate.get_max_texture_units();
+ for(unsigned i=0; i<count; ++i)
{
const Vector4 &texcoord = glstate.get_texcoord(i);
printf(" TexCoord%d: [%05.3f, %05.3f, %05.3f, %05.3f]\n", i, texcoord.s, texcoord.t, texcoord.p, texcoord.q);
const Vector3 &normal = glstate.get_normal();
printf(" Normal: [%05.3f, %05.3f, %05.3f]\n", normal.x, normal.y, normal.z);
}
+ else if(args=="array")
+ {
+ printf("Current vertex arrays:\n");
+ string descr = glstate.get_array(GL_VERTEX_ARRAY).describe();
+ printf(" Vertex: %s\n", descr.c_str());
+ descr = glstate.get_array(GL_NORMAL_ARRAY).describe();
+ printf(" Normal: %s\n", descr.c_str());
+ descr = glstate.get_array(GL_COLOR_ARRAY).describe();
+ printf(" Color: %s\n", descr.c_str());
+ unsigned count = glstate.get_max_texture_units();
+ for(unsigned i=0; i<count; ++i)
+ {
+ descr = glstate.get_texture_coord_array(i).describe();
+ printf(" TexCoord%d: %s\n", i, descr.c_str());
+ }
+ count = glstate.get_max_vertex_attribs();
+ for(unsigned i=0; i<count; ++i)
+ {
+ descr = glstate.get_attrib_array(i).describe();
+ printf(" Attrib%d:%s %s\n", i, (i>=10 ? " " : " "), descr.c_str());
+ }
+ }
else if(args=="bind")
{
printf("Current bindings:\n");
- for(unsigned i=0; i<8; ++i)
+ unsigned count = glstate.get_max_texture_units();
+ for(unsigned i=0; i<count; ++i)
{
printf(" Texture unit %d:\n", i);
const TexUnitState &unit = glstate.get_texture_unit(i);
- string descr = unit.describe_binding(GL_TEXTURE_2D);
- printf(" GL_TEXTURE_2D: %s\n", descr.c_str());
+ string descr = unit.describe_binding(GL_TEXTURE_1D);
+ printf(" GL_TEXTURE_1D: %s\n", descr.c_str());
+ descr = unit.describe_binding(GL_TEXTURE_2D);
+ printf(" GL_TEXTURE_2D: %s\n", descr.c_str());
descr = unit.describe_binding(GL_TEXTURE_3D);
- printf(" GL_TEXTURE_3D: %s\n", descr.c_str());
+ printf(" GL_TEXTURE_3D: %s\n", descr.c_str());
+ descr = unit.describe_binding(GL_TEXTURE_CUBE_MAP);
+ printf(" GL_TEXTURE_CUBE_MAP: %s\n", descr.c_str());
}
printf(" Buffers:\n");
const BufferState *buf = glstate.get_current_buffer(GL_ARRAY_BUFFER);
printf(" GL_ELEMENT_ARRAY_BUFFER: %d\n", (buf ? buf->id : 0));
buf = glstate.get_current_buffer(GL_UNIFORM_BUFFER);
printf(" GL_UNIFORM_BUFFER: %d\n", (buf ? buf->id : 0));
- for(unsigned i=0; i<64; ++i)
+ count = glstate.get_max_uniform_buffer_bindings();
+ for(unsigned i=0; i<count; ++i)
{
const BufferBindingState &binding = glstate.get_buffer_binding(GL_UNIFORM_BUFFER, i);
if(binding.buffer)
printf("Texture object %d\n", id);
printf(" Target: %s\n", describe_enum(tex.target, "TextureTarget"));
printf(" Images:\n");
- for(unsigned i=0; i<tex.images.size(); ++i)
+ if(tex.target==GL_TEXTURE_CUBE_MAP)
{
- string descr = tex.images[i].describe();
- printf(" Level %2d: %s\n", i, descr.c_str());
+ static const char *face_labels[6] = { "+X", "-X", "+Y", "-Y", "+Z", "-Z" };
+ for(unsigned i=0; i<6; ++i)
+ {
+ printf(" Face %s:\n", face_labels[i]);
+ for(unsigned j=i; j<tex.images.size(); j+=6)
+ {
+ string descr = tex.images[j].describe();
+ printf(" Level %2d: %s\n", j/6, descr.c_str());
+ }
+ }
+ }
+ else
+ {
+ for(unsigned i=0; i<tex.images.size(); ++i)
+ {
+ string descr = tex.images[i].describe();
+ printf(" Level %2d: %s\n", i, descr.c_str());
+ }
}
printf(" Min. filter: %s\n", describe_enum(tex.min_filter, "TextureMinFilter"));
printf(" Mag. filter: %s\n", describe_enum(tex.mag_filter, "TextureMagFilter"));
- printf(" Wrap modes: S=%s / T=%s / R=%s\n", describe_enum(tex.wrap_s, "TextureWrapMode"),
- describe_enum(tex.wrap_t, "TextureWrapMode"), describe_enum(tex.wrap_r, "TextureWrapMode"));
+ printf(" Wrap modes:\n");
+ printf(" S: %s\n", describe_enum(tex.wrap_s, "TextureWrapMode"));
+ printf(" T: %s\n", describe_enum(tex.wrap_t, "TextureWrapMode"));
+ printf(" R: %s\n", describe_enum(tex.wrap_r, "TextureWrapMode"));
printf(" Compare mode: %s\n", describe_enum(tex.compare_mode, ""));
printf(" Compare func: %s\n", describe_enum(tex.compare_func, "DepthFunction"));
printf(" Generate mipmap: %s\n", (tex.generate_mipmap ? "true" : "false"));