blob: 3da176245e0d6013257d4f065a4e405cef5ebbdb [file] [log] [blame]
/*
* 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_string_helper.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 DRAW 0
#define DRAW_INDEXED 1
#define DRAW_INDIRECT 2
#define DRAW_INDEXED_INDIRECT 3
#define NUM_DRAW_TYPES 4
#define MAX_SLOTS 2048
static uint64_t drawCount[NUM_DRAW_TYPES] = {0, 0, 0, 0};
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 = (PIPELINE_LL_HEADER*)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
static char* stringSlotBinding(XGL_UINT binding)
{
switch (binding)
{
case MAPPING_MEMORY:
return "Memory View";
case MAPPING_IMAGE:
return "Image View";
case MAPPING_SAMPLER:
return "Sampler";
default:
return "UNKNOWN DS BINDING";
}
}
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]);
}
}
else
return XGL_FALSE;
return XGL_TRUE;
}
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]);
}
}
else
return XGL_FALSE;
return XGL_TRUE;
}
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++) {
dsSetSamplerMapping(&pTrav->dsSlot[i+startSlot], pSamplers[i]);
}
}
else
return XGL_FALSE;
return XGL_TRUE;
}
// 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;
if (lastBoundDS[i]) {
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[r];
}
}
}
}
}
}
else {
printf("DS INFO : It appears that no DS was bound to index %u.\n", i);
}
}
}
}
// Checks to make sure that shader mapping matches slot binding
// Print an ERROR and return XGL_FALSE if they don't line up
static XGL_BOOL verifyShaderSlotMapping(const XGL_UINT slot, const XGL_UINT slotBinding, const XGL_UINT shaderStage, const XGL_DESCRIPTOR_SET_SLOT_TYPE shaderMapping)
{
XGL_BOOL error = XGL_FALSE;
switch (shaderMapping)
{
case XGL_SLOT_SHADER_RESOURCE:
if (MAPPING_MEMORY != slotBinding && MAPPING_IMAGE != slotBinding)
error = XGL_TRUE;
break;
case XGL_SLOT_SHADER_SAMPLER:
if (MAPPING_SAMPLER != slotBinding)
error = XGL_TRUE;
break;
case XGL_SLOT_SHADER_UAV:
if (MAPPING_MEMORY != slotBinding)
error = XGL_TRUE;
break;
case XGL_SLOT_NEXT_DESCRIPTOR_SET:
if (MAPPING_DS != slotBinding)
error = XGL_TRUE;
break;
case XGL_SLOT_UNUSED:
break;
default:
printf("DS ERROR : For DS slot %u, unknown shader slot mapping w/ value %u\n", slot, shaderMapping);
return XGL_FALSE;
}
if (XGL_TRUE == error) {
printf("DS ERROR : DS Slot #%u binding of %s does not match %s shader mapping of %s\n", slot, stringSlotBinding(slotBinding), (shaderStage == VS) ? "Vtx" : "Frag", string_XGL_DESCRIPTOR_SET_SLOT_TYPE(shaderMapping));
return XGL_FALSE;
}
return XGL_TRUE;
}
// Print details of DS config to stdout
static void printDSConfig()
{
uint32_t skipUnusedCount = 0; // track consecutive unused slots for minimal reporting
for (uint32_t i = 0; i < XGL_MAX_DESCRIPTOR_SETS; i++) {
if (lastBoundDS[i]) {
DS_LL_HEAD *pDS = getDS(lastBoundDS[i]);
if (pDS) {
printf("DS INFO : Slot bindings for DS w/ %u slots at index %u (%p):\n", pDS->numSlots, i, (void*)pDS->dsID);
for (uint32_t j = 0; j < pDS->numSlots; j++) {
switch (pDS->dsSlot[j].activeMapping)
{
case MAPPING_MEMORY:
if (0 != skipUnusedCount) {// finish sequence of unused slots
printf("----Skipped %u slot%s w/o a view attached...\n", skipUnusedCount, (1 != skipUnusedCount) ? "s" : "");
skipUnusedCount = 0;
}
printf("----Slot %u\n Mapped to Memory View %p:\n%s", j, (void*)&pDS->dsSlot[j].memView, xgl_print_xgl_memory_view_attach_info(&pDS->dsSlot[j].memView, " "));
break;
case MAPPING_IMAGE:
if (0 != skipUnusedCount) {// finish sequence of unused slots
printf("----Skipped %u slot%s w/o a view attached...\n", skipUnusedCount, (1 != skipUnusedCount) ? "s" : "");
skipUnusedCount = 0;
}
printf("----Slot %u\n Mapped to Image View %p:\n%s", j, (void*)&pDS->dsSlot[j].imageView, xgl_print_xgl_image_view_attach_info(&pDS->dsSlot[j].imageView, " "));
break;
case MAPPING_SAMPLER:
if (0 != skipUnusedCount) {// finish sequence of unused slots
printf("----Skipped %u slot%s w/o a view attached...\n", skipUnusedCount, (1 != skipUnusedCount) ? "s" : "");
skipUnusedCount = 0;
}
printf("----Slot %u\n Mapped to Sampler Object %p (CAN PRINT DETAILS HERE)\n", j, (void*)pDS->dsSlot[j].sampler);
break;
default:
if (!skipUnusedCount) // only report start of unused sequences
printf("----Skipping slot(s) w/o a view attached...\n");
skipUnusedCount++;
break;
}
// For each shader type, check its mapping
for (uint32_t k = 0; k < 2; k++) {
if (XGL_SLOT_UNUSED != pDS->dsSlot[j].shaderSlotInfo[k].slotObjectType) {
printf(" Shader type %s has %s slot type mapping to shaderEntityIndex %u\n", (k == 0) ? "VS" : "FS", string_XGL_DESCRIPTOR_SET_SLOT_TYPE(pDS->dsSlot[j].shaderSlotInfo[k].slotObjectType), pDS->dsSlot[j].shaderSlotInfo[k].shaderEntityIndex);
verifyShaderSlotMapping(j, pDS->dsSlot[j].activeMapping, k, pDS->dsSlot[j].shaderSlotInfo[k].slotObjectType);
}
}
}
if (0 != skipUnusedCount) {// finish sequence of unused slots
printf("----Skipped %u slot%s w/o a view attached...\n", skipUnusedCount, (1 != skipUnusedCount) ? "s" : "");
skipUnusedCount = 0;
}
}
else {
printf("DS ERROR : Can't find last bound DS %p. Did you need to bind DS to index %u?\n", (void*)lastBoundDS[i], 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;
CmdBindVertexDataType fpCmdBindVertexData = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglCmdBindVertexData");
nextTable.CmdBindVertexData = fpCmdBindVertexData;
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;
pCurObj = gpuw;
pthread_once(&tabOnce, initLayerTable);
XGL_RESULT result = nextTable.GetGpuInfo((XGL_PHYSICAL_GPU)gpuw->nextObject, infoType, pDataSize, pData);
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;
pCurObj = gpuw;
pthread_once(&tabOnce, initLayerTable);
XGL_RESULT result = nextTable.CreateDevice((XGL_PHYSICAL_GPU)gpuw->nextObject, pCreateInfo, pDevice);
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;
pCurObj = gpuw;
pthread_once(&tabOnce, initLayerTable);
XGL_RESULT result = nextTable.GetExtensionSupport((XGL_PHYSICAL_GPU)gpuw->nextObject, pExtName);
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;
pCurObj = gpuw;
pthread_once(&tabOnce, initLayerTable);
XGL_RESULT result = nextTable.EnumerateLayers((XGL_PHYSICAL_GPU)gpuw->nextObject, maxLayerCount, maxStringSize, pOutLayers, pOutLayerCount);
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;
pCurObj = gpuw;
pthread_once(&tabOnce, initLayerTable);
XGL_RESULT result = nextTable.GetMultiGpuCompatibility((XGL_PHYSICAL_GPU)gpuw->nextObject, gpu1, pInfo);
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("DS INFO : Created Gfx Pipeline %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
printf("DS INFO : Created Descriptor Set (DS) %p\n", (void*)*pDescriptorSet);
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)
{
DS_LL_HEAD* pDS = getDS(descriptorSet);
if (!pDS) {
// TODO : This is where we should flag a REAL error
printf("DS ERROR : Specified Descriptor Set %p does not exist!\n", (void*)descriptorSet);
}
else {
pDS->updateActive = XGL_TRUE;
}
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);
}
else {
DS_LL_HEAD* pDS = getDS(descriptorSet);
if (!pDS) {
printf("DS ERROR : Specified Descriptor Set %p does not exist!\n", (void*)descriptorSet);
}
else {
pDS->updateActive = XGL_FALSE;
}
}
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)) {
assert(index < XGL_MAX_DESCRIPTOR_SETS);
lastBoundDS[index] = descriptorSet;
printf("DS INFO : DS %p bound to DS index %u on pipeline %s\n", (void*)descriptorSet, index, string_XGL_PIPELINE_BIND_POINT(pipelineBindPoint));
}
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 xglCmdBindVertexData(XGL_CMD_BUFFER cmdBuffer, XGL_GPU_MEMORY mem, XGL_GPU_SIZE offset, XGL_UINT binding)
{
nextTable.CmdBindVertexData(cmdBuffer, mem, offset, binding);
}
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)
{
printf("DS INFO : xglCmdDraw() call #%lu, reporting DS state:\n", drawCount[DRAW]++);
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)
{
printf("DS INFO : xglCmdDrawIndexed() call #%lu, reporting DS state:\n", drawCount[DRAW_INDEXED]++);
synchAndPrintDSConfig();
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)
{
printf("DS INFO : xglCmdDrawIndirect() call #%lu, reporting DS state:\n", drawCount[DRAW_INDIRECT]++);
synchAndPrintDSConfig();
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)
{
printf("DS INFO : xglCmdDrawIndexedIndirect() call #%lu, reporting DS state:\n", drawCount[DRAW_INDEXED_INDIRECT]++);
synchAndPrintDSConfig();
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;
pCurObj = gpuw;
pthread_once(&tabOnce, initLayerTable);
XGL_RESULT result = nextTable.WsiX11AssociateConnection((XGL_PHYSICAL_GPU)gpuw->nextObject, pConnectionInfo);
return result;
}
XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglWsiX11GetMSC(XGL_DEVICE device, xcb_window_t window, xcb_randr_crtc_t crtc, XGL_UINT64* pMsc)
{
XGL_RESULT result = nextTable.WsiX11GetMSC(device, window, 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);
}
}