layers: Added APIFileDump and MemTracker layers and fix DrawState
diff --git a/layers/mem_tracker.c b/layers/mem_tracker.c
new file mode 100644
index 0000000..1a0b8af
--- /dev/null
+++ b/layers/mem_tracker.c
@@ -0,0 +1,2009 @@
+/* THIS FILE IS GENERATED. DO NOT EDIT. */
+
+/*
+ * XGL
+ *
+ * Copyright (C) 2014 LunarG, Inc.
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a
+ * copy of this software and associated documentation files (the "Software"),
+ * to deal in the Software without restriction, including without limitation
+ * the rights to use, copy, modify, merge, publish, distribute, sublicense,
+ * and/or sell copies of the Software, and to permit persons to whom the
+ * Software is furnished to do so, subject to the following conditions:
+ *
+ * The above copyright notice and this permission notice shall be included
+ * in all copies or substantial portions of the Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+ * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
+ * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+ * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
+ * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
+ * DEALINGS IN THE SOFTWARE.
+ */
+
+#include <stdio.h>
+#include <stdlib.h>
+#include <string.h>
+#include <assert.h>
+#include <pthread.h>
+#include "xglLayer.h"
+#include "xgl_struct_string_helper.h"
+
+static XGL_LAYER_DISPATCH_TABLE nextTable;
+static XGL_BASE_LAYER_OBJECT *pCurObj;
+static pthread_once_t tabOnce = PTHREAD_ONCE_INIT;
+
+/*
+ * Data Structure overview
+ * There are 3 global Linked-Lists (LLs)
+ * pGlobalCBHead points to head of Command Buffer (CB) LL
+ * Off of each node in this LL there is a separate LL of
+ * memory objects that are referenced by this CB
+ * pGlobalMemObjHead points to head of Memory Object LL
+ * Off of each node in this LL there are 2 separate LL
+ * One is a list of all CBs referencing this mem obj
+ * Two is a list of all XGL Objects that are bound to this memory
+ * pGlobalObjHead point to head of XGL Objects w/ bound mem LL
+ * Each node of this LL contains a ptr to global Mem Obj node for bound mem
+ *
+ * The "Global" nodes are for the main LLs
+ * The "mini" nodes are for ancillary LLs that are pointed to from global nodes
+ *
+ * Algorithm overview
+ * These are the primary events that should happen related to different objects
+ * 1. Command buffers
+ * CREATION - Add node to global LL
+ * CMD BIND - If mem associated, add mem reference to mini LL
+ * DESTROY - Remove from global LL, decrement (and report) mem references
+ * 2. Mem Objects
+ * CREATION - Add node to global LL
+ * OBJ BIND - Add obj node to mini LL for that mem node
+ * CMB BIND - If mem-related add CB node to mini LL for that mem node
+ * DESTROY - Flag as errors any remaining refs and Remove from global LL
+ * 3. Generic Objects
+ * MEM BIND - DESTROY any previous binding, Add global obj node w/ ref to global mem obj node, Add obj node to mini LL for that mem node
+ * DESTROY - If mem bound, remove reference from mini LL for that mem Node, remove global obj node
+ */
+// TODO : Is there a way to track when Cmd Buffer finishes & remove mem references at that point?
+// TODO : Could potentially store a list of freed mem allocs to flag when they're incorrectly used
+
+// Generic data struct for various "mini" Linked-Lists
+// This just wraps some type of XGL OBJ and a pNext ptr
+// Used for xgl obj, cmd buffer, and mem obj wrapping
+typedef struct _MINI_NODE {
+ struct _MINI_NODE* pNext;
+ union { // different objects that can be wrapped
+ XGL_OBJECT object;
+ XGL_GPU_MEMORY mem;
+ XGL_CMD_BUFFER cmdBuffer;
+ XGL_BASE_OBJECT data; // for generic handling of data
+ };
+} MINI_NODE;
+
+struct GLOBAL_MEM_OBJ_NODE;
+
+// Store a single LL of command buffers
+typedef struct _GLOBAL_CB_NODE {
+ struct _GLOBAL_CB_NODE* pNextGlobalCBNode;
+ MINI_NODE* pMemObjList; // LL of Mem objs referenced by this CB
+ XGL_CMD_BUFFER cmdBuffer;
+ XGL_FENCE fence; // fence tracking this cmd buffer
+} GLOBAL_CB_NODE;
+
+// Data struct for tracking memory object
+typedef struct _GLOBAL_MEM_OBJ_NODE {
+ struct _GLOBAL_MEM_OBJ_NODE* pNextGlobalNode; // Ptr to next mem obj in global list of all objs
+ MINI_NODE* pObjBindings; // Ptr to list of objects bound to this memory
+ MINI_NODE* pCmdBufferBindings; // Ptr to list of cmd buffers that this mem object references
+ XGL_UINT refCount; // Count of references (obj bindings or CB use)
+ XGL_GPU_MEMORY mem;
+ XGL_MEMORY_ALLOC_INFO allocInfo;
+} GLOBAL_MEM_OBJ_NODE;
+
+typedef struct _GLOBAL_OBJECT_NODE {
+ struct _GLOBAL_OBJECT_NODE* pNext;
+ GLOBAL_MEM_OBJ_NODE* pMemNode;
+ XGL_OBJECT object;
+} GLOBAL_OBJECT_NODE;
+
+static GLOBAL_CB_NODE* pGlobalCBHead = NULL;
+static GLOBAL_MEM_OBJ_NODE* pGlobalMemObjHead = NULL;
+static GLOBAL_OBJECT_NODE* pGlobalObjectHead = NULL;
+static XGL_DEVICE globalDevice = NULL;
+
+// Check list for data and if it's not included insert new node
+// into HEAD of list pointed to by pHEAD & update pHEAD
+// Set 'insert' to XGL_TRUE if new node was inserted
+// return XGL_SUCCESS if no errors occur
+static XGL_RESULT insertMiniNode(MINI_NODE** pHEAD, const XGL_BASE_OBJECT data, XGL_UINT* insert)
+{
+ MINI_NODE* pTrav = *pHEAD;
+ while (pTrav && (pTrav->data != data)) {
+ pTrav = pTrav->pNext;
+ }
+ if (!pTrav) { // Add node to front of LL
+ pTrav = (MINI_NODE*)malloc(sizeof(MINI_NODE));
+ if (!pTrav)
+ return XGL_ERROR_OUT_OF_MEMORY;
+ memset(pTrav, 0, sizeof(MINI_NODE));
+ if (*pHEAD)
+ pTrav->pNext = *pHEAD;
+ *pHEAD = pTrav;
+ *insert += 1;
+ //pMemTrav->refCount++;
+ //printf("MEM INFO : Incremented refCount for mem obj %p to %u\n", (void*)mem, pMemTrav->refCount);
+ }
+ if (pTrav->data) { // This is just FYI
+ assert(data == pTrav->data);
+ printf("MEM INFO : Data %p is already in data LL w/ HEAD at %p\n", data, *pHEAD);
+ }
+ pTrav->data = data;
+ return XGL_SUCCESS;
+}
+
+// Add new CB node for this cb at end of global CB LL
+static void insertGlobalCB(const XGL_CMD_BUFFER cb)
+{
+ GLOBAL_CB_NODE* pTrav = pGlobalCBHead;
+ if (!pTrav) {
+ pTrav = (GLOBAL_CB_NODE*)malloc(sizeof(GLOBAL_CB_NODE));
+ pGlobalCBHead = pTrav;
+ }
+ else {
+ while (NULL != pTrav->pNextGlobalCBNode)
+ pTrav = pTrav->pNextGlobalCBNode;
+ pTrav->pNextGlobalCBNode = (GLOBAL_CB_NODE*)malloc(sizeof(GLOBAL_CB_NODE));
+ pTrav = pTrav->pNextGlobalCBNode;
+ }
+ memset(pTrav, 0, sizeof(GLOBAL_CB_NODE));
+ pTrav->cmdBuffer = cb;
+}
+
+// Return ptr to node in global LL containing cb, or NULL if not found
+static GLOBAL_CB_NODE* getGlobalCBNode(const XGL_CMD_BUFFER cb)
+{
+ GLOBAL_CB_NODE* pTrav = pGlobalCBHead;
+ while (pTrav && (pTrav->cmdBuffer != cb))
+ pTrav = pTrav->pNextGlobalCBNode;
+ return pTrav;
+}
+// Set fence for given cb in global cb node
+static XGL_BOOL setCBFence(const XGL_CMD_BUFFER cb, const XGL_FENCE fence)
+{
+ GLOBAL_CB_NODE* pTrav = getGlobalCBNode(cb);
+ if (!pTrav) {
+ printf("MEM ERROR : Unable to find node for CB %p in order to set fence to %p\n", (void*)cb, (void*)fence);
+ return XGL_FALSE;
+ }
+ pTrav->fence = fence;
+ return XGL_TRUE;
+}
+
+static XGL_BOOL validateCBMemRef(const XGL_CMD_BUFFER cb, XGL_UINT memRefCount, const XGL_MEMORY_REF* pMemRefs)
+{
+ GLOBAL_CB_NODE* pTrav = getGlobalCBNode(cb);
+ if (!pTrav) {
+ printf("MEM ERROR : Unable to find node for CB %p in order to check memory references\n", (void*)cb);
+ return XGL_FALSE;
+ }
+ // Validate that all actual references are accounted for in pMemRefs
+ MINI_NODE* pMemNode = pTrav->pMemObjList;
+ uint32_t i;
+ uint8_t found = 0;
+ uint64_t foundCount = 0;
+ while (pMemNode) {
+ // TODO : Improve this algorithm
+ for (i = 0; i < memRefCount; i++) {
+ if (pMemNode->mem == pMemRefs[i].mem) {
+ printf("MEM INFO : Found Mem Obj %p binding to CB %p\n", pMemNode->mem, cb);
+ found = 1;
+ foundCount++;
+ }
+ }
+ if (!found) {
+ printf("MEM ERROR : Memory reference list for Command Buffer %p is missing ref to mem obj %p\n", cb, pMemNode->mem);
+ return XGL_FALSE;
+ }
+ found = 0;
+ pMemNode = pMemNode->pNext;
+ }
+ printf("MEM INFO : Verified all %lu memory dependencies for CB %p are included in pMemRefs list\n", foundCount, cb);
+ // TODO : Could report mem refs in pMemRefs that AREN'T in mem LL, that would be primarily informational
+ // Currently just noting that there is a difference
+ if (foundCount != memRefCount)
+ printf("MEM INFO : Note that %u mem refs included in pMemRefs list, but only %lu appear to be required\n", memRefCount, foundCount);
+ return XGL_TRUE;
+}
+
+static void insertGlobalMemObj(const XGL_GPU_MEMORY mem, const XGL_MEMORY_ALLOC_INFO* pAllocInfo)
+{
+ GLOBAL_MEM_OBJ_NODE* pTrav = pGlobalMemObjHead;
+ if (!pTrav) {
+ pTrav = (GLOBAL_MEM_OBJ_NODE*)malloc(sizeof(GLOBAL_MEM_OBJ_NODE));
+ pGlobalMemObjHead = pTrav;
+ }
+ else {
+ while (NULL != pTrav->pNextGlobalNode)
+ pTrav = pTrav->pNextGlobalNode;
+ pTrav->pNextGlobalNode = (GLOBAL_MEM_OBJ_NODE*)malloc(sizeof(GLOBAL_MEM_OBJ_NODE));
+ pTrav = pTrav->pNextGlobalNode;
+ }
+ memset(pTrav, 0, sizeof(GLOBAL_MEM_OBJ_NODE));
+ memcpy(&pTrav->allocInfo, pAllocInfo, sizeof(XGL_MEMORY_ALLOC_INFO));
+ pTrav->mem = mem;
+}
+
+// Return ptr to node in global LL containing mem, or NULL if not found
+static GLOBAL_MEM_OBJ_NODE* getGlobalMemNode(const XGL_GPU_MEMORY mem)
+{
+ GLOBAL_MEM_OBJ_NODE* pTrav = pGlobalMemObjHead;
+ while (pTrav && (pTrav->mem != mem))
+ pTrav = pTrav->pNextGlobalNode;
+ return pTrav;
+}
+
+// Find Global CB Node and add mem binding to mini LL
+// Find Global Mem Obj Node and add CB binding to mini LL
+static XGL_BOOL updateCBBinding(const XGL_CMD_BUFFER cb, const XGL_GPU_MEMORY mem)
+{
+ // First update CB binding in MemObj mini CB list
+ GLOBAL_MEM_OBJ_NODE* pMemTrav = getGlobalMemNode(mem);
+ if (!pMemTrav) {
+ printf("MEM ERROR : Trying to bind mem obj %p to CB %p but no Node for that mem obj.\n", mem, cb);
+ printf(" Was it correctly allocated? Did it already get freed?\n");
+ return XGL_FALSE;
+ }
+
+ XGL_RESULT result = insertMiniNode(&pMemTrav->pCmdBufferBindings, cb, &pMemTrav->refCount);
+ if (XGL_SUCCESS != result)
+ return result;
+
+ // Now update Global CB's Mini Mem binding list
+ GLOBAL_CB_NODE* pCBTrav = getGlobalCBNode(cb);
+ if (!pCBTrav) {
+ printf("MEM ERROR : Trying to bind mem obj %p to CB %p but no Node for that CB.\n", mem, cb);
+ printf(" Was it CB incorrectly destroyed?\n");
+ return XGL_FALSE;
+ }
+ XGL_UINT dontCare;
+ result = insertMiniNode(&pCBTrav->pMemObjList, mem, &dontCare);
+ if (XGL_SUCCESS != result)
+ return result;
+
+ return XGL_TRUE;
+}
+// Clear the CB Binding for mem
+static void clearCBBinding(const XGL_CMD_BUFFER cb, const XGL_GPU_MEMORY mem)
+{
+ GLOBAL_MEM_OBJ_NODE* pTrav = getGlobalMemNode(mem);
+ MINI_NODE* pMiniCB = pTrav->pCmdBufferBindings;
+ MINI_NODE* pPrev = pMiniCB;
+ while (pMiniCB && (cb != pMiniCB->cmdBuffer)) {
+ pPrev = pMiniCB;
+ pMiniCB = pMiniCB->pNext;
+ }
+ if (!pMiniCB) {
+ printf("MEM ERROR : Trying to clear CB binding but CB %p not in binding list for mem obj %p\n", cb, mem);
+ }
+ else { // remove node from list & decrement refCount
+ pPrev->pNext = pMiniCB->pNext;
+ if (pMiniCB == pTrav->pCmdBufferBindings)
+ pTrav->pCmdBufferBindings = NULL;
+ free(pMiniCB);
+ pTrav->refCount--;
+ }
+}
+// Free bindings related to CB
+static XGL_BOOL freeCBBindings(const XGL_CMD_BUFFER cb)
+{
+ GLOBAL_CB_NODE* pCBTrav = getGlobalCBNode(cb);
+ if (!pCBTrav) {
+ printf("MEM ERROR : Unable to find global CB node %p for deletion\n", cb);
+ return XGL_FALSE;
+ }
+ MINI_NODE* pMemTrav = pCBTrav->pMemObjList;
+ MINI_NODE* pDeleteMe = NULL;
+ // We traverse LL in order and free nodes as they're cleared
+ while (pMemTrav) {
+ pDeleteMe = pMemTrav;
+ if (pMemTrav->mem)
+ clearCBBinding(cb, pMemTrav->mem);
+ pMemTrav = pMemTrav->pNext;
+ free(pDeleteMe);
+ }
+ pCBTrav->pMemObjList = NULL;
+ return XGL_TRUE;
+}
+// Delete Global CB Node from list along with all of it's mini mem obj node
+// and also clear Global mem references to CB
+// TODO : When should this be called? There's no Destroy of CBs that I see
+static XGL_BOOL deleteGlobalCBNode(const XGL_CMD_BUFFER cb)
+{
+ if (XGL_FALSE == freeCBBindings(cb))
+ return XGL_FALSE;
+ // Delete the Global CB node
+ GLOBAL_CB_NODE* pCBTrav = getGlobalCBNode(cb);
+ pCBTrav = pGlobalCBHead;
+ GLOBAL_CB_NODE* pPrev = pCBTrav;
+ while (pCBTrav && (cb != pCBTrav->cmdBuffer)) {
+ pPrev = pCBTrav;
+ pCBTrav = pCBTrav->pNextGlobalCBNode;
+ }
+ assert(cb); // We found node at start of function so it should still be here
+ pPrev->pNextGlobalCBNode = pCBTrav->pNextGlobalCBNode;
+ if (pCBTrav == pGlobalCBHead)
+ pGlobalCBHead = pCBTrav->pNextGlobalCBNode;
+ free(pCBTrav);
+ return XGL_TRUE;
+}
+// Delete the entire CB list
+static XGL_BOOL deleteGlobalCBList()
+{
+ XGL_BOOL result = XGL_TRUE;
+ GLOBAL_CB_NODE* pCBTrav = pGlobalCBHead;
+ while (pCBTrav) {
+ XGL_BOOL tmpResult = deleteGlobalCBNode(pCBTrav->cmdBuffer);
+ // If any result is FALSE, final result should be FALSE
+ if ((XGL_FALSE == tmpResult) || (XGL_FALSE == result))
+ result = XGL_FALSE;
+ pCBTrav = pCBTrav->pNextGlobalCBNode;
+ }
+ return result;
+}
+
+// For given MemObj node, report Obj & CB bindings
+static void reportMemReferences(const GLOBAL_MEM_OBJ_NODE* pMemObjTrav)
+{
+ XGL_UINT refCount = 0; // Count found references
+ MINI_NODE* pObjTrav = pMemObjTrav->pObjBindings;
+ MINI_NODE* pCBTrav = pMemObjTrav->pCmdBufferBindings;
+ while (pCBTrav) {
+ refCount++;
+ printf("MEM INFO : Command Buffer %p has reference to mem obj %p\n", pCBTrav->cmdBuffer, pMemObjTrav->mem);
+ pCBTrav = pCBTrav->pNext;
+ }
+ while (pObjTrav) {
+ refCount++;
+ printf("MEM INFO : XGL Object %p has reference to mem obj %p\n", pObjTrav->object, pMemObjTrav->mem);
+ pObjTrav = pObjTrav->pNext;
+ }
+ if (refCount != pMemObjTrav->refCount) {
+ printf("MEM INFO INTERNAL ERROR : Refcount of %u for Mem Obj %p does't match reported refs of %u\n", pMemObjTrav->refCount, pMemObjTrav->mem, refCount);
+ }
+}
+
+static void deleteGlobalMemNode(XGL_GPU_MEMORY mem)
+{
+ GLOBAL_MEM_OBJ_NODE* pTrav = pGlobalMemObjHead;
+ GLOBAL_MEM_OBJ_NODE* pPrev = pTrav;
+ while (pTrav && (pTrav->mem != mem)) {
+ pPrev = pTrav;
+ pTrav = pTrav->pNextGlobalNode;
+ }
+ if (pTrav) {
+ pPrev->pNextGlobalNode = pTrav->pNextGlobalNode;
+ if (pGlobalMemObjHead == pTrav)
+ pGlobalMemObjHead = pTrav->pNextGlobalNode;
+ free(pTrav);
+ }
+ else {
+ printf("MEM ERROR : Could not find global mem obj node for %p to delete!\n", mem);
+ }
+}
+// Check if fence for given CB is completed
+static XGL_BOOL checkCBCompleted(const XGL_CMD_BUFFER cb)
+{
+ GLOBAL_CB_NODE* pCBTrav = getGlobalCBNode(cb);
+ if (!pCBTrav) {
+ printf("MEM ERROR : Unable to find global CB node %p to check for completion\n", cb);
+ return XGL_FALSE;
+ }
+ if (!pCBTrav->fence) {
+ printf("MEM ERROR : No fence found for CB %p to check for completion\n", cb);
+ return XGL_FALSE;
+ }
+ if (XGL_SUCCESS != nextTable.GetFenceStatus(pCBTrav->fence)) {
+ printf("MEM INFO : Fence %p for CB %p has not completed\n", pCBTrav->fence, cb);
+ return XGL_FALSE;
+ }
+ return XGL_TRUE;
+}
+
+static XGL_BOOL freeMemNode(XGL_GPU_MEMORY mem)
+{
+ XGL_BOOL result = XGL_TRUE;
+ // Parse global list to find node w/ mem
+ GLOBAL_MEM_OBJ_NODE* pTrav = getGlobalMemNode(mem);
+ if (!pTrav) {
+ printf("MEM ERROR : Couldn't find mem node object for %p\n", (void*)mem);
+ printf("MEM ERROR : Was %p never allocated or previously freed?\n", (void*)mem);
+ return XGL_FALSE;
+ }
+ else {
+ // First clear any CB bindings for completed CBs
+ // TODO : Is there a better place to do this?
+ MINI_NODE* pMiniCB = pTrav->pCmdBufferBindings;
+ while (pMiniCB) {
+ XGL_CMD_BUFFER curCB = pMiniCB->cmdBuffer;
+ pMiniCB = pMiniCB->pNext;
+ if (XGL_TRUE == checkCBCompleted(curCB)) {
+ freeCBBindings(curCB);
+ }
+ }
+ // Now verify that no references to this mem obj remain
+ if (0 != pTrav->refCount) {
+ // If references remain, report the error and can search down CB LL to find references
+ result = XGL_FALSE;
+ printf("MEM ERROR : Freeing mem obj %p while it still has references\n", (void*)mem);
+ reportMemReferences(pTrav);
+ }
+ // Delete global node
+ deleteGlobalMemNode(mem);
+ }
+ return result;
+}
+
+// Return object node for 'object' or return NULL if no node exists
+static GLOBAL_OBJECT_NODE* getGlobalObjectNode(const XGL_OBJECT object)
+{
+ GLOBAL_OBJECT_NODE* pTrav = pGlobalObjectHead;
+ while (pTrav && (object != pTrav->object)) {
+ pTrav = pTrav->pNext;
+ }
+ return pTrav;
+}
+
+static GLOBAL_OBJECT_NODE* insertGlobalObjectNode(XGL_OBJECT object)
+{
+ GLOBAL_OBJECT_NODE* pTrav = pGlobalObjectHead;
+ if (!pTrav) {
+ pTrav = (GLOBAL_OBJECT_NODE*)malloc(sizeof(GLOBAL_OBJECT_NODE));
+ if (!pTrav)
+ return NULL;
+ memset(pTrav, 0, sizeof(GLOBAL_OBJECT_NODE));
+ pGlobalObjectHead = pTrav;
+ }
+ else {
+ GLOBAL_OBJECT_NODE* pPrev = pTrav;
+ while (pTrav) {
+ pPrev = pTrav;
+ pTrav = pTrav->pNext;
+ }
+ pTrav = (GLOBAL_OBJECT_NODE*)malloc(sizeof(GLOBAL_OBJECT_NODE));
+ if (!pTrav)
+ return NULL;
+ memset(pTrav, 0, sizeof(GLOBAL_OBJECT_NODE));
+ pPrev->pNext = pTrav;
+ }
+ pTrav->object = object;
+ return pTrav;
+}
+
+// Remove object binding performs 3 tasks:
+// 1. Remove object node from Global Mem Obj mini LL of obj bindings & free it
+// 2. Decrement refCount for Global Mem Obj
+// 3. Clear Global Mem Obj ptr from Global Object Node
+static XGL_BOOL clearObjectBinding(XGL_OBJECT object)
+{
+ GLOBAL_OBJECT_NODE* pGlobalObjTrav = getGlobalObjectNode(object);
+ if (!pGlobalObjTrav) {
+ printf("MEM ERROR : Attempting to clear mem binding for object %p\n", object);
+ return XGL_FALSE;
+ }
+ if (!pGlobalObjTrav->pMemNode) {
+ printf("MEM WARN : Attempting to clear mem binding on obj %p but it has no binding.\n", (void*)object);
+ return XGL_FALSE;
+ }
+ MINI_NODE* pObjTrav = pGlobalObjTrav->pMemNode->pObjBindings;
+ MINI_NODE* pPrevObj = pObjTrav;
+ while (pObjTrav) {
+ if (object == pObjTrav->object) {
+ pPrevObj->pNext = pObjTrav->pNext;
+ // check if HEAD needs to be updated
+ if (pGlobalObjTrav->pMemNode->pObjBindings == pObjTrav)
+ pGlobalObjTrav->pMemNode->pObjBindings = pObjTrav->pNext;
+ free(pObjTrav);
+ pGlobalObjTrav->pMemNode->refCount--;
+ pGlobalObjTrav->pMemNode = NULL;
+ return XGL_TRUE;
+ }
+ pPrevObj = pObjTrav;
+ pObjTrav = pObjTrav->pNext;
+ }
+ printf("MEM ERROR : While trying to clear mem binding for object %p, unable to find mem ref %p\n", object, pGlobalObjTrav->pMemNode->mem);
+ return XGL_FALSE;
+}
+
+// For NULL mem case, clear any previous binding Else...
+// Make sure given object is in global object LL
+// Add link from global object node to global memory node
+// Add mini-object node & reference off of global obj node
+// Return XGL_TRUE if addition is successful, XGL_FALSE otherwise
+static XGL_BOOL updateObjectBinding(XGL_OBJECT object, XGL_GPU_MEMORY mem)
+{
+ // Handle NULL case separately, just clear previous binding & decrement reference
+ if (mem == XGL_NULL_HANDLE) {
+ clearObjectBinding(object);
+ return XGL_TRUE;
+ }
+ // Find obj node or add it if we don't have one
+ GLOBAL_OBJECT_NODE* pGlobalObjTrav = getGlobalObjectNode(object);
+ if (!pGlobalObjTrav)
+ pGlobalObjTrav = insertGlobalObjectNode(object);
+
+ // non-null case so should have real mem obj
+ GLOBAL_MEM_OBJ_NODE* pTrav = getGlobalMemNode(mem);
+ if (!pTrav) {
+ printf("MEM ERROR : While trying to bind mem for obj %p, couldn't find node for mem obj %p\n", (void*)object, (void*)mem);
+ return XGL_FALSE;
+ }
+ XGL_RESULT result = insertMiniNode(&pTrav->pObjBindings, object, &pTrav->refCount);
+ if (XGL_SUCCESS != result)
+ return result;
+
+ if (pGlobalObjTrav->pMemNode)
+ printf("MEM INFO : Updating memory binding for object %p from mem obj %p to %p\n", object, pGlobalObjTrav->pMemNode->mem, mem);
+ pGlobalObjTrav->pMemNode = pTrav;
+ return XGL_TRUE;
+}
+// Print details of global Obj tracking list
+static void printObjList()
+{
+ GLOBAL_OBJECT_NODE* pGlobalObjTrav = pGlobalObjectHead;
+ if (!pGlobalObjTrav) {
+ printf("MEM INFO : Global Object list is empty :(\n");
+ }
+ else {
+ printf("MEM INFO : Details of Global Object list w/ HEAD at %p\n", (void*)pGlobalObjTrav);
+ while (pGlobalObjTrav) {
+ printf(" GlobObjNode %p has object %p, pNext %p, pMemNode %p\n", pGlobalObjTrav, pGlobalObjTrav->object, pGlobalObjTrav->pNext, pGlobalObjTrav->pMemNode);
+ pGlobalObjTrav = pGlobalObjTrav->pNext;
+ }
+ }
+}
+// For given Object, get 'mem' obj that it's bound to or NULL if no binding
+static XGL_GPU_MEMORY getMemBindingFromObject(const XGL_OBJECT object)
+{
+ XGL_GPU_MEMORY mem = NULL;
+ GLOBAL_OBJECT_NODE* pObjNode = getGlobalObjectNode(object);
+ if (pObjNode) {
+ if (pObjNode->pMemNode) {
+ mem = pObjNode->pMemNode->mem;
+ }
+ else {
+ printf("MEM ERROR : Trying to get mem binding for object %p but object has no mem binding\n", (void*)object);
+ printObjList();
+ }
+ }
+ else {
+ printf("MEM ERROR : Trying to get mem binding for object %p but no such object in global list\n", (void*)object);
+ printObjList();
+ }
+ return mem;
+}
+// Print details of global Mem Obj list
+static void printMemList()
+{
+ GLOBAL_MEM_OBJ_NODE* pTrav = pGlobalMemObjHead;
+ if (!pTrav) {
+ printf("MEM INFO : Global Memory Object list is empty :(\n");
+ }
+ else {
+ printf("MEM INFO : Details of Global Memory Object list w/ HEAD at %p\n", (void*)pTrav);
+ while (pTrav) {
+ printf(" ===MemObj Node at %p===\n", (void*)pTrav);
+ printf(" Mem object: %p\n", (void*)pTrav->mem);
+ printf(" Ref Count: %u\n", pTrav->refCount);
+ printf(" pNext Mem Obj Node: %p\n", (void*)pTrav->pNextGlobalNode);
+ printf(" Mem Alloc info:\n%s", xgl_print_xgl_memory_alloc_info(&pTrav->allocInfo, " "));
+ MINI_NODE* pObjTrav = pTrav->pObjBindings;
+ if (!pObjTrav)
+ printf(" No XGL Object bindings\n");
+ else {
+ printf(" XGL OBJECT Binding list w/ HEAD at %p:\n", pObjTrav);
+ while (pObjTrav) {
+ printf(" OBJ_NODE(%p): XGL OBJECT %p, pNext %p\n", pObjTrav, pObjTrav->object, pObjTrav->pNext);
+ pObjTrav = pObjTrav->pNext;
+ }
+ }
+ MINI_NODE* pCBTrav = pTrav->pCmdBufferBindings;
+ if (!pCBTrav)
+ printf(" No Command Buffer bindings\n");
+ else {
+ printf(" XGL Command Buffer (CB) binding list w/ HEAD at %p:\n", pCBTrav);
+ while (pCBTrav) {
+ printf(" CB_NODE(%p): XGL CB %p, pNext %p\n", pCBTrav, pCBTrav->cmdBuffer, pCBTrav->pNext);
+ pCBTrav = pCBTrav->pNext;
+ }
+ }
+ pTrav = pTrav->pNextGlobalNode;
+ }
+ }
+}
+
+static void printGlobalCB()
+{
+ GLOBAL_CB_NODE* pTrav = pGlobalCBHead;
+ if (!pTrav) {
+ printf("MEM INFO : Global Command Buffer (CB) list is empty :(\n");
+ }
+ else {
+ printf("MEM INFO : Details of Global CB list w/ HEAD at %p:\n", (void*)pTrav);
+ while (pTrav) {
+ printf(" Global CB Node (%p) has CB %p, fence %p, and pMemObjList %p\n", (void*)pTrav, (void*)pTrav->cmdBuffer, (void*)pTrav->fence, (void*)pTrav->pMemObjList);
+ MINI_NODE* pMemObjTrav = pTrav->pMemObjList;
+ while (pMemObjTrav) {
+ printf(" MEM_NODE(%p): Mem obj %p, pNext %p\n", (void*)pMemObjTrav, (void*)pMemObjTrav->mem, (void*)pMemObjTrav->pNext);
+ pMemObjTrav = pMemObjTrav->pNext;
+ }
+ pTrav = pTrav->pNextGlobalCBNode;
+ }
+ }
+}
+
+static XGL_FENCE createLocalFence()
+{
+ XGL_FENCE_CREATE_INFO fci;
+ fci.sType = XGL_STRUCTURE_TYPE_FENCE_CREATE_INFO;
+ fci.pNext = NULL;
+ fci.flags = 0;
+ XGL_FENCE fence;
+ nextTable.CreateFence(globalDevice, &fci, &fence);
+ return fence;
+}
+
+static void initLayerTable()
+{
+ GetProcAddrType fpNextGPA;
+ fpNextGPA = pCurObj->pGPA;
+ assert(fpNextGPA);
+
+ GetProcAddrType fpGetProcAddr = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglGetProcAddr");
+ nextTable.GetProcAddr = fpGetProcAddr;
+ InitAndEnumerateGpusType fpInitAndEnumerateGpus = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglInitAndEnumerateGpus");
+ nextTable.InitAndEnumerateGpus = fpInitAndEnumerateGpus;
+ GetGpuInfoType fpGetGpuInfo = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglGetGpuInfo");
+ nextTable.GetGpuInfo = fpGetGpuInfo;
+ CreateDeviceType fpCreateDevice = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglCreateDevice");
+ nextTable.CreateDevice = fpCreateDevice;
+ DestroyDeviceType fpDestroyDevice = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglDestroyDevice");
+ nextTable.DestroyDevice = fpDestroyDevice;
+ GetExtensionSupportType fpGetExtensionSupport = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglGetExtensionSupport");
+ nextTable.GetExtensionSupport = fpGetExtensionSupport;
+ EnumerateLayersType fpEnumerateLayers = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglEnumerateLayers");
+ nextTable.EnumerateLayers = fpEnumerateLayers;
+ GetDeviceQueueType fpGetDeviceQueue = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglGetDeviceQueue");
+ nextTable.GetDeviceQueue = fpGetDeviceQueue;
+ QueueSubmitType fpQueueSubmit = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglQueueSubmit");
+ nextTable.QueueSubmit = fpQueueSubmit;
+ QueueSetGlobalMemReferencesType fpQueueSetGlobalMemReferences = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglQueueSetGlobalMemReferences");
+ nextTable.QueueSetGlobalMemReferences = fpQueueSetGlobalMemReferences;
+ QueueWaitIdleType fpQueueWaitIdle = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglQueueWaitIdle");
+ nextTable.QueueWaitIdle = fpQueueWaitIdle;
+ DeviceWaitIdleType fpDeviceWaitIdle = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglDeviceWaitIdle");
+ nextTable.DeviceWaitIdle = fpDeviceWaitIdle;
+ GetMemoryHeapCountType fpGetMemoryHeapCount = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglGetMemoryHeapCount");
+ nextTable.GetMemoryHeapCount = fpGetMemoryHeapCount;
+ GetMemoryHeapInfoType fpGetMemoryHeapInfo = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglGetMemoryHeapInfo");
+ nextTable.GetMemoryHeapInfo = fpGetMemoryHeapInfo;
+ AllocMemoryType fpAllocMemory = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglAllocMemory");
+ nextTable.AllocMemory = fpAllocMemory;
+ FreeMemoryType fpFreeMemory = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglFreeMemory");
+ nextTable.FreeMemory = fpFreeMemory;
+ SetMemoryPriorityType fpSetMemoryPriority = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglSetMemoryPriority");
+ nextTable.SetMemoryPriority = fpSetMemoryPriority;
+ MapMemoryType fpMapMemory = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglMapMemory");
+ nextTable.MapMemory = fpMapMemory;
+ UnmapMemoryType fpUnmapMemory = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglUnmapMemory");
+ nextTable.UnmapMemory = fpUnmapMemory;
+ PinSystemMemoryType fpPinSystemMemory = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglPinSystemMemory");
+ nextTable.PinSystemMemory = fpPinSystemMemory;
+ RemapVirtualMemoryPagesType fpRemapVirtualMemoryPages = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglRemapVirtualMemoryPages");
+ nextTable.RemapVirtualMemoryPages = fpRemapVirtualMemoryPages;
+ GetMultiGpuCompatibilityType fpGetMultiGpuCompatibility = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglGetMultiGpuCompatibility");
+ nextTable.GetMultiGpuCompatibility = fpGetMultiGpuCompatibility;
+ OpenSharedMemoryType fpOpenSharedMemory = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglOpenSharedMemory");
+ nextTable.OpenSharedMemory = fpOpenSharedMemory;
+ OpenSharedQueueSemaphoreType fpOpenSharedQueueSemaphore = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglOpenSharedQueueSemaphore");
+ nextTable.OpenSharedQueueSemaphore = fpOpenSharedQueueSemaphore;
+ OpenPeerMemoryType fpOpenPeerMemory = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglOpenPeerMemory");
+ nextTable.OpenPeerMemory = fpOpenPeerMemory;
+ OpenPeerImageType fpOpenPeerImage = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglOpenPeerImage");
+ nextTable.OpenPeerImage = fpOpenPeerImage;
+ DestroyObjectType fpDestroyObject = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglDestroyObject");
+ nextTable.DestroyObject = fpDestroyObject;
+ GetObjectInfoType fpGetObjectInfo = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglGetObjectInfo");
+ nextTable.GetObjectInfo = fpGetObjectInfo;
+ BindObjectMemoryType fpBindObjectMemory = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglBindObjectMemory");
+ nextTable.BindObjectMemory = fpBindObjectMemory;
+ CreateFenceType fpCreateFence = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglCreateFence");
+ nextTable.CreateFence = fpCreateFence;
+ GetFenceStatusType fpGetFenceStatus = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglGetFenceStatus");
+ nextTable.GetFenceStatus = fpGetFenceStatus;
+ WaitForFencesType fpWaitForFences = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglWaitForFences");
+ nextTable.WaitForFences = fpWaitForFences;
+ CreateQueueSemaphoreType fpCreateQueueSemaphore = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglCreateQueueSemaphore");
+ nextTable.CreateQueueSemaphore = fpCreateQueueSemaphore;
+ SignalQueueSemaphoreType fpSignalQueueSemaphore = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglSignalQueueSemaphore");
+ nextTable.SignalQueueSemaphore = fpSignalQueueSemaphore;
+ WaitQueueSemaphoreType fpWaitQueueSemaphore = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglWaitQueueSemaphore");
+ nextTable.WaitQueueSemaphore = fpWaitQueueSemaphore;
+ CreateEventType fpCreateEvent = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglCreateEvent");
+ nextTable.CreateEvent = fpCreateEvent;
+ GetEventStatusType fpGetEventStatus = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglGetEventStatus");
+ nextTable.GetEventStatus = fpGetEventStatus;
+ SetEventType fpSetEvent = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglSetEvent");
+ nextTable.SetEvent = fpSetEvent;
+ ResetEventType fpResetEvent = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglResetEvent");
+ nextTable.ResetEvent = fpResetEvent;
+ CreateQueryPoolType fpCreateQueryPool = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglCreateQueryPool");
+ nextTable.CreateQueryPool = fpCreateQueryPool;
+ GetQueryPoolResultsType fpGetQueryPoolResults = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglGetQueryPoolResults");
+ nextTable.GetQueryPoolResults = fpGetQueryPoolResults;
+ GetFormatInfoType fpGetFormatInfo = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglGetFormatInfo");
+ nextTable.GetFormatInfo = fpGetFormatInfo;
+ CreateImageType fpCreateImage = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglCreateImage");
+ nextTable.CreateImage = fpCreateImage;
+ GetImageSubresourceInfoType fpGetImageSubresourceInfo = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglGetImageSubresourceInfo");
+ nextTable.GetImageSubresourceInfo = fpGetImageSubresourceInfo;
+ CreateImageViewType fpCreateImageView = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglCreateImageView");
+ nextTable.CreateImageView = fpCreateImageView;
+ CreateColorAttachmentViewType fpCreateColorAttachmentView = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglCreateColorAttachmentView");
+ nextTable.CreateColorAttachmentView = fpCreateColorAttachmentView;
+ CreateDepthStencilViewType fpCreateDepthStencilView = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglCreateDepthStencilView");
+ nextTable.CreateDepthStencilView = fpCreateDepthStencilView;
+ CreateShaderType fpCreateShader = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglCreateShader");
+ nextTable.CreateShader = fpCreateShader;
+ CreateGraphicsPipelineType fpCreateGraphicsPipeline = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglCreateGraphicsPipeline");
+ nextTable.CreateGraphicsPipeline = fpCreateGraphicsPipeline;
+ CreateComputePipelineType fpCreateComputePipeline = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglCreateComputePipeline");
+ nextTable.CreateComputePipeline = fpCreateComputePipeline;
+ StorePipelineType fpStorePipeline = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglStorePipeline");
+ nextTable.StorePipeline = fpStorePipeline;
+ LoadPipelineType fpLoadPipeline = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglLoadPipeline");
+ nextTable.LoadPipeline = fpLoadPipeline;
+ CreatePipelineDeltaType fpCreatePipelineDelta = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglCreatePipelineDelta");
+ nextTable.CreatePipelineDelta = fpCreatePipelineDelta;
+ CreateSamplerType fpCreateSampler = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglCreateSampler");
+ nextTable.CreateSampler = fpCreateSampler;
+ CreateDescriptorSetType fpCreateDescriptorSet = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglCreateDescriptorSet");
+ nextTable.CreateDescriptorSet = fpCreateDescriptorSet;
+ BeginDescriptorSetUpdateType fpBeginDescriptorSetUpdate = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglBeginDescriptorSetUpdate");
+ nextTable.BeginDescriptorSetUpdate = fpBeginDescriptorSetUpdate;
+ EndDescriptorSetUpdateType fpEndDescriptorSetUpdate = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglEndDescriptorSetUpdate");
+ nextTable.EndDescriptorSetUpdate = fpEndDescriptorSetUpdate;
+ AttachSamplerDescriptorsType fpAttachSamplerDescriptors = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglAttachSamplerDescriptors");
+ nextTable.AttachSamplerDescriptors = fpAttachSamplerDescriptors;
+ AttachImageViewDescriptorsType fpAttachImageViewDescriptors = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglAttachImageViewDescriptors");
+ nextTable.AttachImageViewDescriptors = fpAttachImageViewDescriptors;
+ AttachMemoryViewDescriptorsType fpAttachMemoryViewDescriptors = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglAttachMemoryViewDescriptors");
+ nextTable.AttachMemoryViewDescriptors = fpAttachMemoryViewDescriptors;
+ AttachNestedDescriptorsType fpAttachNestedDescriptors = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglAttachNestedDescriptors");
+ nextTable.AttachNestedDescriptors = fpAttachNestedDescriptors;
+ ClearDescriptorSetSlotsType fpClearDescriptorSetSlots = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglClearDescriptorSetSlots");
+ nextTable.ClearDescriptorSetSlots = fpClearDescriptorSetSlots;
+ CreateViewportStateType fpCreateViewportState = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglCreateViewportState");
+ nextTable.CreateViewportState = fpCreateViewportState;
+ CreateRasterStateType fpCreateRasterState = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglCreateRasterState");
+ nextTable.CreateRasterState = fpCreateRasterState;
+ CreateMsaaStateType fpCreateMsaaState = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglCreateMsaaState");
+ nextTable.CreateMsaaState = fpCreateMsaaState;
+ CreateColorBlendStateType fpCreateColorBlendState = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglCreateColorBlendState");
+ nextTable.CreateColorBlendState = fpCreateColorBlendState;
+ CreateDepthStencilStateType fpCreateDepthStencilState = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglCreateDepthStencilState");
+ nextTable.CreateDepthStencilState = fpCreateDepthStencilState;
+ CreateCommandBufferType fpCreateCommandBuffer = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglCreateCommandBuffer");
+ nextTable.CreateCommandBuffer = fpCreateCommandBuffer;
+ BeginCommandBufferType fpBeginCommandBuffer = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglBeginCommandBuffer");
+ nextTable.BeginCommandBuffer = fpBeginCommandBuffer;
+ EndCommandBufferType fpEndCommandBuffer = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglEndCommandBuffer");
+ nextTable.EndCommandBuffer = fpEndCommandBuffer;
+ ResetCommandBufferType fpResetCommandBuffer = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglResetCommandBuffer");
+ nextTable.ResetCommandBuffer = fpResetCommandBuffer;
+ CmdBindPipelineType fpCmdBindPipeline = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglCmdBindPipeline");
+ nextTable.CmdBindPipeline = fpCmdBindPipeline;
+ CmdBindPipelineDeltaType fpCmdBindPipelineDelta = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglCmdBindPipelineDelta");
+ nextTable.CmdBindPipelineDelta = fpCmdBindPipelineDelta;
+ CmdBindStateObjectType fpCmdBindStateObject = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglCmdBindStateObject");
+ nextTable.CmdBindStateObject = fpCmdBindStateObject;
+ CmdBindDescriptorSetType fpCmdBindDescriptorSet = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglCmdBindDescriptorSet");
+ nextTable.CmdBindDescriptorSet = fpCmdBindDescriptorSet;
+ CmdBindDynamicMemoryViewType fpCmdBindDynamicMemoryView = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglCmdBindDynamicMemoryView");
+ nextTable.CmdBindDynamicMemoryView = fpCmdBindDynamicMemoryView;
+ CmdBindIndexDataType fpCmdBindIndexData = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglCmdBindIndexData");
+ nextTable.CmdBindIndexData = fpCmdBindIndexData;
+ CmdBindAttachmentsType fpCmdBindAttachments = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglCmdBindAttachments");
+ nextTable.CmdBindAttachments = fpCmdBindAttachments;
+ CmdPrepareMemoryRegionsType fpCmdPrepareMemoryRegions = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglCmdPrepareMemoryRegions");
+ nextTable.CmdPrepareMemoryRegions = fpCmdPrepareMemoryRegions;
+ CmdPrepareImagesType fpCmdPrepareImages = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglCmdPrepareImages");
+ nextTable.CmdPrepareImages = fpCmdPrepareImages;
+ CmdDrawType fpCmdDraw = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglCmdDraw");
+ nextTable.CmdDraw = fpCmdDraw;
+ CmdDrawIndexedType fpCmdDrawIndexed = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglCmdDrawIndexed");
+ nextTable.CmdDrawIndexed = fpCmdDrawIndexed;
+ CmdDrawIndirectType fpCmdDrawIndirect = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglCmdDrawIndirect");
+ nextTable.CmdDrawIndirect = fpCmdDrawIndirect;
+ CmdDrawIndexedIndirectType fpCmdDrawIndexedIndirect = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglCmdDrawIndexedIndirect");
+ nextTable.CmdDrawIndexedIndirect = fpCmdDrawIndexedIndirect;
+ CmdDispatchType fpCmdDispatch = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglCmdDispatch");
+ nextTable.CmdDispatch = fpCmdDispatch;
+ CmdDispatchIndirectType fpCmdDispatchIndirect = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglCmdDispatchIndirect");
+ nextTable.CmdDispatchIndirect = fpCmdDispatchIndirect;
+ CmdCopyMemoryType fpCmdCopyMemory = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglCmdCopyMemory");
+ nextTable.CmdCopyMemory = fpCmdCopyMemory;
+ CmdCopyImageType fpCmdCopyImage = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglCmdCopyImage");
+ nextTable.CmdCopyImage = fpCmdCopyImage;
+ CmdCopyMemoryToImageType fpCmdCopyMemoryToImage = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglCmdCopyMemoryToImage");
+ nextTable.CmdCopyMemoryToImage = fpCmdCopyMemoryToImage;
+ CmdCopyImageToMemoryType fpCmdCopyImageToMemory = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglCmdCopyImageToMemory");
+ nextTable.CmdCopyImageToMemory = fpCmdCopyImageToMemory;
+ CmdCloneImageDataType fpCmdCloneImageData = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglCmdCloneImageData");
+ nextTable.CmdCloneImageData = fpCmdCloneImageData;
+ CmdUpdateMemoryType fpCmdUpdateMemory = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglCmdUpdateMemory");
+ nextTable.CmdUpdateMemory = fpCmdUpdateMemory;
+ CmdFillMemoryType fpCmdFillMemory = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglCmdFillMemory");
+ nextTable.CmdFillMemory = fpCmdFillMemory;
+ CmdClearColorImageType fpCmdClearColorImage = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglCmdClearColorImage");
+ nextTable.CmdClearColorImage = fpCmdClearColorImage;
+ CmdClearColorImageRawType fpCmdClearColorImageRaw = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglCmdClearColorImageRaw");
+ nextTable.CmdClearColorImageRaw = fpCmdClearColorImageRaw;
+ CmdClearDepthStencilType fpCmdClearDepthStencil = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglCmdClearDepthStencil");
+ nextTable.CmdClearDepthStencil = fpCmdClearDepthStencil;
+ CmdResolveImageType fpCmdResolveImage = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglCmdResolveImage");
+ nextTable.CmdResolveImage = fpCmdResolveImage;
+ CmdSetEventType fpCmdSetEvent = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglCmdSetEvent");
+ nextTable.CmdSetEvent = fpCmdSetEvent;
+ CmdResetEventType fpCmdResetEvent = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglCmdResetEvent");
+ nextTable.CmdResetEvent = fpCmdResetEvent;
+ CmdMemoryAtomicType fpCmdMemoryAtomic = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglCmdMemoryAtomic");
+ nextTable.CmdMemoryAtomic = fpCmdMemoryAtomic;
+ CmdBeginQueryType fpCmdBeginQuery = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglCmdBeginQuery");
+ nextTable.CmdBeginQuery = fpCmdBeginQuery;
+ CmdEndQueryType fpCmdEndQuery = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglCmdEndQuery");
+ nextTable.CmdEndQuery = fpCmdEndQuery;
+ CmdResetQueryPoolType fpCmdResetQueryPool = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglCmdResetQueryPool");
+ nextTable.CmdResetQueryPool = fpCmdResetQueryPool;
+ CmdWriteTimestampType fpCmdWriteTimestamp = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglCmdWriteTimestamp");
+ nextTable.CmdWriteTimestamp = fpCmdWriteTimestamp;
+ CmdInitAtomicCountersType fpCmdInitAtomicCounters = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglCmdInitAtomicCounters");
+ nextTable.CmdInitAtomicCounters = fpCmdInitAtomicCounters;
+ CmdLoadAtomicCountersType fpCmdLoadAtomicCounters = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglCmdLoadAtomicCounters");
+ nextTable.CmdLoadAtomicCounters = fpCmdLoadAtomicCounters;
+ CmdSaveAtomicCountersType fpCmdSaveAtomicCounters = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglCmdSaveAtomicCounters");
+ nextTable.CmdSaveAtomicCounters = fpCmdSaveAtomicCounters;
+ DbgSetValidationLevelType fpDbgSetValidationLevel = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglDbgSetValidationLevel");
+ nextTable.DbgSetValidationLevel = fpDbgSetValidationLevel;
+ DbgRegisterMsgCallbackType fpDbgRegisterMsgCallback = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglDbgRegisterMsgCallback");
+ nextTable.DbgRegisterMsgCallback = fpDbgRegisterMsgCallback;
+ DbgUnregisterMsgCallbackType fpDbgUnregisterMsgCallback = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglDbgUnregisterMsgCallback");
+ nextTable.DbgUnregisterMsgCallback = fpDbgUnregisterMsgCallback;
+ DbgSetMessageFilterType fpDbgSetMessageFilter = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglDbgSetMessageFilter");
+ nextTable.DbgSetMessageFilter = fpDbgSetMessageFilter;
+ DbgSetObjectTagType fpDbgSetObjectTag = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglDbgSetObjectTag");
+ nextTable.DbgSetObjectTag = fpDbgSetObjectTag;
+ DbgSetGlobalOptionType fpDbgSetGlobalOption = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglDbgSetGlobalOption");
+ nextTable.DbgSetGlobalOption = fpDbgSetGlobalOption;
+ DbgSetDeviceOptionType fpDbgSetDeviceOption = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglDbgSetDeviceOption");
+ nextTable.DbgSetDeviceOption = fpDbgSetDeviceOption;
+ CmdDbgMarkerBeginType fpCmdDbgMarkerBegin = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglCmdDbgMarkerBegin");
+ nextTable.CmdDbgMarkerBegin = fpCmdDbgMarkerBegin;
+ CmdDbgMarkerEndType fpCmdDbgMarkerEnd = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglCmdDbgMarkerEnd");
+ nextTable.CmdDbgMarkerEnd = fpCmdDbgMarkerEnd;
+ WsiX11AssociateConnectionType fpWsiX11AssociateConnection = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglWsiX11AssociateConnection");
+ nextTable.WsiX11AssociateConnection = fpWsiX11AssociateConnection;
+ WsiX11GetMSCType fpWsiX11GetMSC = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglWsiX11GetMSC");
+ nextTable.WsiX11GetMSC = fpWsiX11GetMSC;
+ WsiX11CreatePresentableImageType fpWsiX11CreatePresentableImage = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglWsiX11CreatePresentableImage");
+ nextTable.WsiX11CreatePresentableImage = fpWsiX11CreatePresentableImage;
+ WsiX11QueuePresentType fpWsiX11QueuePresent = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglWsiX11QueuePresent");
+ nextTable.WsiX11QueuePresent = fpWsiX11QueuePresent;
+}
+
+
+XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglGetGpuInfo(XGL_PHYSICAL_GPU gpu, XGL_PHYSICAL_GPU_INFO_TYPE infoType, XGL_SIZE* pDataSize, XGL_VOID* pData)
+{
+ XGL_BASE_LAYER_OBJECT* gpuw = (XGL_BASE_LAYER_OBJECT *) gpu;
+ 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);
+ // Save off device in case we need it to create Fences
+ globalDevice = *pDevice;
+ return result;
+}
+
+XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglDestroyDevice(XGL_DEVICE device)
+{
+ printf("MEM INFO : Printing List details prior to xglDestroyDevice()\n");
+ printMemList();
+ printGlobalCB();
+ printObjList();
+ if (XGL_FALSE == deleteGlobalCBList())
+ printf("MEM ERROR : Issue deleting global CB list in xglDestroyDevice()\n");
+ 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)
+{
+ // TODO : Need to track fence and clear mem references when fence clears
+ XGL_FENCE localFence = fence;
+ if (XGL_NULL_HANDLE == fence) { // allocate our own fence to track cmd buffer
+ localFence = createLocalFence();
+ }
+ // TODO : Verify that the list of memory references here matches what the cmd buffers require
+ printf("MEM INFO : In xglQueueSubmit(), checking %u cmdBuffers with %u memRefs\n", cmdBufferCount, memRefCount);
+ printMemList();
+ printGlobalCB();
+ for (uint32_t i = 0; i < cmdBufferCount; i++) {
+ setCBFence(pCmdBuffers[i], localFence);
+ printf("MEM INFO : Verifying mem refs for CB %p\n", pCmdBuffers[i]);
+ if (XGL_FALSE == validateCBMemRef(pCmdBuffers[i], memRefCount, pMemRefs)) {
+ printf("MEM ERROR : Unable to verify memory references for CB %p\n", (void*)pCmdBuffers[i]);
+ }
+ }
+ printGlobalCB();
+ XGL_RESULT result = nextTable.QueueSubmit(queue, cmdBufferCount, pCmdBuffers, memRefCount, pMemRefs, localFence);
+ return result;
+}
+
+XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglQueueSetGlobalMemReferences(XGL_QUEUE queue, XGL_UINT memRefCount, const XGL_MEMORY_REF* pMemRefs)
+{
+ // TODO : Use global mem references as part of list checked on QueueSubmit above
+ XGL_RESULT result = nextTable.QueueSetGlobalMemReferences(queue, memRefCount, pMemRefs);
+ return result;
+}
+
+XGL_LAYER_EXPORT XGL_RESULT XGLAPI 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)
+{
+ // TODO : Track memory stats here
+ 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)
+{
+ // TODO : Track memory stats here
+ 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);
+ // TODO : Track allocations and overall size here
+ insertGlobalMemObj(*pMem, pAllocInfo);
+ printMemList();
+ return result;
+}
+
+XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglFreeMemory(XGL_GPU_MEMORY mem)
+{
+ // TODO : Pick up frees here
+ // Make sure mem object is unbound from any other objects
+ // Make sure mem object not referenced by any queued command buffers
+ if (XGL_FALSE == freeMemNode(mem))
+ printf("MEM ERROR : Issue while freeing mem obj %p\n", (void*)mem);
+
+ printMemList();
+ printObjList();
+ printGlobalCB();
+ XGL_RESULT result = nextTable.FreeMemory(mem);
+ return result;
+}
+
+XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglSetMemoryPriority(XGL_GPU_MEMORY mem, XGL_MEMORY_PRIORITY priority)
+{
+ // TODO : Update tracking for this alloc
+ // Make sure memory is not pinned, which can't have priority set
+ XGL_RESULT result = nextTable.SetMemoryPriority(mem, priority);
+ return result;
+}
+
+XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglMapMemory(XGL_GPU_MEMORY mem, XGL_FLAGS flags, XGL_VOID** ppData)
+{
+ // TODO : Track when memory is mapped
+ XGL_RESULT result = nextTable.MapMemory(mem, flags, ppData);
+ return result;
+}
+
+XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglUnmapMemory(XGL_GPU_MEMORY mem)
+{
+ // TODO : Track as memory gets unmapped, do we want to check what changed following map?
+ // Make sure that memory was ever mapped to begin with
+ XGL_RESULT result = nextTable.UnmapMemory(mem);
+ return result;
+}
+
+XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglPinSystemMemory(XGL_DEVICE device, const XGL_VOID* pSysMem, XGL_SIZE memSize, XGL_GPU_MEMORY* pMem)
+{
+ // TODO : Track this
+ // Verify that memory is actually pinnable
+ XGL_RESULT result = nextTable.PinSystemMemory(device, pSysMem, memSize, pMem);
+ return result;
+}
+
+XGL_LAYER_EXPORT XGL_RESULT XGLAPI 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)
+{
+ // TODO : Track this
+ 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)
+{
+ // TODO : Track this
+ 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)
+{
+ // TODO : Track this
+ XGL_RESULT result = nextTable.OpenPeerMemory(device, pOpenInfo, pMem);
+ return result;
+}
+
+XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglOpenPeerImage(XGL_DEVICE device, const XGL_PEER_IMAGE_OPEN_INFO* pOpenInfo, XGL_IMAGE* pImage, XGL_GPU_MEMORY* pMem)
+{
+ // TODO : Track this
+ XGL_RESULT result = nextTable.OpenPeerImage(device, pOpenInfo, pImage, pMem);
+ return result;
+}
+
+XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglDestroyObject(XGL_OBJECT object)
+{
+ // TODO : Verify that no memory is bound to this object at time of destruction
+ GLOBAL_OBJECT_NODE* pTrav = getGlobalObjectNode(object);
+ if (pTrav) {
+ if (pTrav->pMemNode) {
+ printf("MEM ERROR : Destroying obj %p that is still bound to memory object %p\n", object, (void*)pTrav->pMemNode->mem);
+ printf("MEM ERROR : You should first clear binding by calling xglBindObjectMemory(%p, 0, XGL_NULL_HANDLE)\n", object);
+ clearObjectBinding(object);
+ }
+ if (pGlobalObjectHead == pTrav) // update HEAD if needed
+ pGlobalObjectHead = pTrav->pNext;
+ // Delete the obj node
+ free(pTrav);
+ }
+ 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)
+{
+ // TODO : What to track here?
+ // Could potentially save returned mem requirements and validate values passed into BindObjectMemory for this object
+ 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);
+ // Track objects tied to memory
+ if (XGL_FALSE == updateObjectBinding(object, mem))
+ printf("MEM ERROR : Unable to set object %p binding to mem obj %p\n", (void*)object, (void*)mem);
+ printObjList();
+ printMemList();
+ 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);
+ 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);
+ return result;
+}
+
+XGL_LAYER_EXPORT XGL_VOID XGLAPI xglBeginDescriptorSetUpdate(XGL_DESCRIPTOR_SET descriptorSet)
+{
+ nextTable.BeginDescriptorSetUpdate(descriptorSet);
+}
+
+XGL_LAYER_EXPORT XGL_VOID XGLAPI xglEndDescriptorSetUpdate(XGL_DESCRIPTOR_SET descriptorSet)
+{
+ nextTable.EndDescriptorSetUpdate(descriptorSet);
+}
+
+XGL_LAYER_EXPORT XGL_VOID XGLAPI xglAttachSamplerDescriptors(XGL_DESCRIPTOR_SET descriptorSet, XGL_UINT startSlot, XGL_UINT slotCount, const XGL_SAMPLER* pSamplers)
+{
+ 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)
+{
+ 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)
+{
+ 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)
+{
+ nextTable.AttachNestedDescriptors(descriptorSet, startSlot, slotCount, pNestedDescriptorSets);
+}
+
+XGL_LAYER_EXPORT XGL_VOID XGLAPI xglClearDescriptorSetSlots(XGL_DESCRIPTOR_SET descriptorSet, XGL_UINT startSlot, XGL_UINT 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);
+ // At time of cmd buffer creation, create global cmd buffer node for the returned cmd buffer
+ if (*pCmdBuffer)
+ insertGlobalCB(*pCmdBuffer);
+ printGlobalCB();
+ return result;
+}
+
+XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglBeginCommandBuffer(XGL_CMD_BUFFER cmdBuffer, XGL_FLAGS flags)
+{
+ // This implicitly resets the Cmd Buffer so clear memory references
+ freeCBBindings(cmdBuffer);
+ XGL_RESULT result = nextTable.BeginCommandBuffer(cmdBuffer, flags);
+ return result;
+}
+
+XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglEndCommandBuffer(XGL_CMD_BUFFER cmdBuffer)
+{
+ // TODO : Anything to do here?
+ XGL_RESULT result = nextTable.EndCommandBuffer(cmdBuffer);
+ return result;
+}
+
+XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglResetCommandBuffer(XGL_CMD_BUFFER cmdBuffer)
+{
+ // Clear memory references as this point. Anything else to do here?
+ freeCBBindings(cmdBuffer);
+ XGL_RESULT result = nextTable.ResetCommandBuffer(cmdBuffer);
+ return result;
+}
+// TODO : For any xglCmdBind* calls that include an object which has mem bound to it,
+// need to account for that mem now having binding to given cmdBuffer
+XGL_LAYER_EXPORT XGL_VOID XGLAPI xglCmdBindPipeline(XGL_CMD_BUFFER cmdBuffer, XGL_PIPELINE_BIND_POINT pipelineBindPoint, XGL_PIPELINE 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)
+{
+ nextTable.CmdBindDescriptorSet(cmdBuffer, pipelineBindPoint, index, descriptorSet, slotOffset);
+}
+
+XGL_LAYER_EXPORT XGL_VOID XGLAPI xglCmdBindDynamicMemoryView(XGL_CMD_BUFFER cmdBuffer, XGL_PIPELINE_BIND_POINT pipelineBindPoint, const XGL_MEMORY_VIEW_ATTACH_INFO* pMemView)
+{
+ nextTable.CmdBindDynamicMemoryView(cmdBuffer, pipelineBindPoint, pMemView);
+}
+
+XGL_LAYER_EXPORT XGL_VOID XGLAPI xglCmdBindIndexData(XGL_CMD_BUFFER cmdBuffer, XGL_GPU_MEMORY mem, XGL_GPU_SIZE offset, XGL_INDEX_TYPE indexType)
+{
+ // Track this memory. What exactly is this call doing?
+ if (XGL_FALSE == updateCBBinding(cmdBuffer, mem))
+ printf("MEM ERROR : In xglCmdBindIndexData() call unable to update binding of mem %p to cmdBuffer %p\n", mem, cmdBuffer);
+ 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)
+{
+ // TODO : Track memory state transitions
+ // Flag incorrect transitions when states don't match
+ XGL_GPU_MEMORY mem = pStateTransitions->mem;
+ if (XGL_FALSE == updateCBBinding(cmdBuffer, mem))
+ printf("MEM ERROR : In xglCmdPrepareMemoryRegions() call unable to update binding of mem %p to cmdBuffer %p\n", mem, cmdBuffer);
+ 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)
+{
+ // TODO : This will have an image object that's bound to memory in the pStateTransitions struct
+ // Need to pull object based on image and then pull mem mapping from that object
+ XGL_GPU_MEMORY mem = getMemBindingFromObject((XGL_OBJECT)pStateTransitions->image);
+ if (XGL_FALSE == updateCBBinding(cmdBuffer, mem))
+ printf("MEM ERROR : In xglCmdPrepareImages() call unable to update binding of mem %p to cmdBuffer %p\n", mem, cmdBuffer);
+ 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)
+{
+ nextTable.CmdDraw(cmdBuffer, firstVertex, vertexCount, firstInstance, instanceCount);
+}
+
+XGL_LAYER_EXPORT XGL_VOID XGLAPI xglCmdDrawIndexed(XGL_CMD_BUFFER cmdBuffer, XGL_UINT firstIndex, XGL_UINT indexCount, XGL_INT vertexOffset, XGL_UINT firstInstance, XGL_UINT instanceCount)
+{
+ nextTable.CmdDrawIndexed(cmdBuffer, firstIndex, indexCount, vertexOffset, firstInstance, instanceCount);
+}
+
+XGL_LAYER_EXPORT XGL_VOID XGLAPI xglCmdDrawIndirect(XGL_CMD_BUFFER cmdBuffer, XGL_GPU_MEMORY mem, XGL_GPU_SIZE offset, XGL_UINT32 count, XGL_UINT32 stride)
+{
+ // TODO : Track this
+ if (XGL_FALSE == updateCBBinding(cmdBuffer, mem))
+ printf("MEM ERROR : In xglCmdDrawIndirect() call unable to update binding of mem %p to cmdBuffer %p\n", mem, cmdBuffer);
+ 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)
+{
+ // TODO : Track this
+ if (XGL_FALSE == updateCBBinding(cmdBuffer, mem))
+ printf("MEM ERROR : In xglCmdDrawIndexedIndirect() call unable to update binding of mem %p to cmdBuffer %p\n", mem, cmdBuffer);
+ 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)
+{
+ // TODO : Track this
+ if (XGL_FALSE == updateCBBinding(cmdBuffer, mem))
+ printf("MEM ERROR : In xglCmdDispatchIndirect() call unable to update binding of mem %p to cmdBuffer %p\n", mem, cmdBuffer);
+ 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)
+{
+ // TODO : Track this
+ if (XGL_FALSE == updateCBBinding(cmdBuffer, srcMem))
+ printf("MEM ERROR : In xglCmdCopyMemory() call unable to update binding of srcMem %p to cmdBuffer %p\n", srcMem, cmdBuffer);
+ if (XGL_FALSE == updateCBBinding(cmdBuffer, destMem))
+ printf("MEM ERROR : In xglCmdCopyMemory() call unable to update binding of destMem %p to cmdBuffer %p\n", destMem, cmdBuffer);
+ 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)
+{
+ // TODO : Each image will have mem mapping so track them
+ 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)
+{
+ // TODO : Track this
+ XGL_GPU_MEMORY mem = getMemBindingFromObject(destImage);
+ if (XGL_FALSE == updateCBBinding(cmdBuffer, mem))
+ printf("MEM ERROR : In xglCmdCopyMemoryToImage() call unable to update binding of destImage mem %p to cmdBuffer %p\n", mem, cmdBuffer);
+ if (XGL_FALSE == updateCBBinding(cmdBuffer, srcMem))
+ printf("MEM ERROR : In xglCmdCopyMemoryToImage() call unable to update binding of srcMem %p to cmdBuffer %p\n", srcMem, cmdBuffer);
+ 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)
+{
+ // TODO : Track this
+ XGL_GPU_MEMORY mem = getMemBindingFromObject(srcImage);
+ if (XGL_FALSE == updateCBBinding(cmdBuffer, mem))
+ printf("MEM ERROR : In xglCmdCopyImageToMemory() call unable to update binding of srcImage mem %p to cmdBuffer %p\n", mem, cmdBuffer);
+ if (XGL_FALSE == updateCBBinding(cmdBuffer, destMem))
+ printf("MEM ERROR : In xglCmdCopyImageToMemory() call unable to update binding of destMem %p to cmdBuffer %p\n", destMem, cmdBuffer);
+ 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)
+{
+ // TODO : Each image will have mem mapping so track them
+ XGL_GPU_MEMORY mem = getMemBindingFromObject(srcImage);
+ if (XGL_FALSE == updateCBBinding(cmdBuffer, mem))
+ printf("MEM ERROR : In xglCmdCloneImageData() call unable to update binding of srcImage mem %p to cmdBuffer %p\n", mem, cmdBuffer);
+ mem = getMemBindingFromObject(destImage);
+ if (XGL_FALSE == updateCBBinding(cmdBuffer, mem))
+ printf("MEM ERROR : In xglCmdCloneImageData() call unable to update binding of destImage mem %p to cmdBuffer %p\n", mem, cmdBuffer);
+ 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)
+{
+ if (XGL_FALSE == updateCBBinding(cmdBuffer, destMem))
+ printf("MEM ERROR : In xglCmdUpdateMemory() call unable to update binding of destMem %p to cmdBuffer %p\n", destMem, cmdBuffer);
+ 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)
+{
+ if (XGL_FALSE == updateCBBinding(cmdBuffer, destMem))
+ printf("MEM ERROR : In xglCmdFillMemory() call unable to update binding of destMem %p to cmdBuffer %p\n", destMem, cmdBuffer);
+ 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)
+{
+ XGL_GPU_MEMORY mem = getMemBindingFromObject(image);
+ if (XGL_FALSE == updateCBBinding(cmdBuffer, mem))
+ printf("MEM ERROR : In xglCmdClearColorImage() call unable to update binding of image mem %p to cmdBuffer %p\n", mem, cmdBuffer);
+ 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)
+{
+ XGL_GPU_MEMORY mem = getMemBindingFromObject(image);
+ if (XGL_FALSE == updateCBBinding(cmdBuffer, mem))
+ printf("MEM ERROR : In xglCmdClearColorImageRaw() call unable to update binding of image mem %p to cmdBuffer %p\n", mem, cmdBuffer);
+ 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)
+{
+ XGL_GPU_MEMORY mem = getMemBindingFromObject(image);
+ if (XGL_FALSE == updateCBBinding(cmdBuffer, mem))
+ printf("MEM ERROR : In xglCmdClearDepthStencil() call unable to update binding of image mem %p to cmdBuffer %p\n", mem, cmdBuffer);
+ 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)
+{
+ XGL_GPU_MEMORY mem = getMemBindingFromObject(srcImage);
+ if (XGL_FALSE == updateCBBinding(cmdBuffer, mem))
+ printf("MEM ERROR : In xglCmdResolveImage() call unable to update binding of srcImage mem %p to cmdBuffer %p\n", mem, cmdBuffer);
+ mem = getMemBindingFromObject(destImage);
+ if (XGL_FALSE == updateCBBinding(cmdBuffer, mem))
+ printf("MEM ERROR : In xglCmdResolveImage() call unable to update binding of destImage mem %p to cmdBuffer %p\n", mem, cmdBuffer);
+ 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)
+{
+ if (XGL_FALSE == updateCBBinding(cmdBuffer, destMem))
+ printf("MEM ERROR : In xglCmdMemoryAtomic() call unable to update binding of destMem %p to cmdBuffer %p\n", destMem, cmdBuffer);
+ 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)
+{
+ XGL_GPU_MEMORY mem = getMemBindingFromObject(queryPool);
+ if (XGL_FALSE == updateCBBinding(cmdBuffer, mem))
+ printf("MEM ERROR : In xglCmdBeginQuery() call unable to update binding of queryPool mem %p to cmdBuffer %p\n", mem, cmdBuffer);
+ nextTable.CmdBeginQuery(cmdBuffer, queryPool, slot, flags);
+}
+
+XGL_LAYER_EXPORT XGL_VOID XGLAPI xglCmdEndQuery(XGL_CMD_BUFFER cmdBuffer, XGL_QUERY_POOL queryPool, XGL_UINT slot)
+{
+ XGL_GPU_MEMORY mem = getMemBindingFromObject(queryPool);
+ if (XGL_FALSE == updateCBBinding(cmdBuffer, mem))
+ printf("MEM ERROR : In xglCmdEndQuery() call unable to update binding of queryPool mem %p to cmdBuffer %p\n", mem, cmdBuffer);
+ 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)
+{
+ XGL_GPU_MEMORY mem = getMemBindingFromObject(queryPool);
+ if (XGL_FALSE == updateCBBinding(cmdBuffer, mem))
+ printf("MEM ERROR : In xglCmdResetQueryPool() call unable to update binding of queryPool mem %p to cmdBuffer %p\n", mem, cmdBuffer);
+ 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)
+{
+ if (XGL_FALSE == updateCBBinding(cmdBuffer, destMem))
+ printf("MEM ERROR : In xglCmdWriteTimestamp() call unable to update binding of destMem %p to cmdBuffer %p\n", destMem, cmdBuffer);
+ 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)
+{
+ if (XGL_FALSE == updateCBBinding(cmdBuffer, srcMem))
+ printf("MEM ERROR : In xglCmdLoadAtomicCounters() call unable to update binding of srcMem %p to cmdBuffer %p\n", srcMem, cmdBuffer);
+ 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)
+{
+ if (XGL_FALSE == updateCBBinding(cmdBuffer, destMem))
+ printf("MEM ERROR : In xglCmdSaveAtomicCounters() call unable to update binding of destMem %p to cmdBuffer %p\n", destMem, cmdBuffer);
+ nextTable.CmdSaveAtomicCounters(cmdBuffer, pipelineBindPoint, startCounter, counterCount, destMem, destOffset);
+}
+
+XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglDbgSetValidationLevel(XGL_DEVICE device, XGL_VALIDATION_LEVEL validationLevel)
+{
+ XGL_RESULT result = nextTable.DbgSetValidationLevel(device, validationLevel);
+ return result;
+}
+
+XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglDbgRegisterMsgCallback(XGL_DBG_MSG_CALLBACK_FUNCTION pfnMsgCallback, XGL_VOID* pUserData)
+{
+ XGL_RESULT result = nextTable.DbgRegisterMsgCallback(pfnMsgCallback, pUserData);
+ return result;
+}
+
+XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglDbgUnregisterMsgCallback(XGL_DBG_MSG_CALLBACK_FUNCTION pfnMsgCallback)
+{
+ XGL_RESULT result = nextTable.DbgUnregisterMsgCallback(pfnMsgCallback);
+ return result;
+}
+
+XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglDbgSetMessageFilter(XGL_DEVICE device, XGL_INT msgCode, XGL_DBG_MSG_FILTER filter)
+{
+ XGL_RESULT result = nextTable.DbgSetMessageFilter(device, msgCode, filter);
+ return result;
+}
+
+XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglDbgSetObjectTag(XGL_BASE_OBJECT object, XGL_SIZE tagSize, const XGL_VOID* pTag)
+{
+ XGL_RESULT result = nextTable.DbgSetObjectTag(object, tagSize, pTag);
+ return result;
+}
+
+XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglDbgSetGlobalOption(XGL_DBG_GLOBAL_OPTION dbgOption, XGL_SIZE dataSize, const XGL_VOID* pData)
+{
+ XGL_RESULT result = nextTable.DbgSetGlobalOption(dbgOption, dataSize, pData);
+ return result;
+}
+
+XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglDbgSetDeviceOption(XGL_DEVICE device, XGL_DBG_DEVICE_OPTION dbgOption, XGL_SIZE dataSize, const XGL_VOID* pData)
+{
+ XGL_RESULT result = nextTable.DbgSetDeviceOption(device, dbgOption, dataSize, pData);
+ return result;
+}
+
+XGL_LAYER_EXPORT XGL_VOID XGLAPI xglCmdDbgMarkerBegin(XGL_CMD_BUFFER cmdBuffer, const XGL_CHAR* pMarker)
+{
+ nextTable.CmdDbgMarkerBegin(cmdBuffer, pMarker);
+}
+
+XGL_LAYER_EXPORT XGL_VOID XGLAPI xglCmdDbgMarkerEnd(XGL_CMD_BUFFER cmdBuffer)
+{
+ nextTable.CmdDbgMarkerEnd(cmdBuffer);
+}
+
+XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglWsiX11AssociateConnection(XGL_PHYSICAL_GPU gpu, const XGL_WSI_X11_CONNECTION_INFO* pConnectionInfo)
+{
+ XGL_BASE_LAYER_OBJECT* gpuw = (XGL_BASE_LAYER_OBJECT *) gpu;
+ printf("At start of layered WsiX11AssociateConnection\n");
+ pCurObj = gpuw;
+ pthread_once(&tabOnce, initLayerTable);
+ XGL_RESULT result = nextTable.WsiX11AssociateConnection((XGL_PHYSICAL_GPU)gpuw->nextObject, pConnectionInfo);
+ printf("Completed layered WsiX11AssociateConnection\n");
+ return result;
+}
+
+XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglWsiX11GetMSC(XGL_DEVICE device, xcb_randr_crtc_t crtc, XGL_UINT64* pMsc)
+{
+ XGL_RESULT result = nextTable.WsiX11GetMSC(device, crtc, pMsc);
+ return result;
+}
+
+XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglWsiX11CreatePresentableImage(XGL_DEVICE device, const XGL_WSI_X11_PRESENTABLE_IMAGE_CREATE_INFO* pCreateInfo, XGL_IMAGE* pImage, XGL_GPU_MEMORY* pMem)
+{
+ XGL_RESULT result = nextTable.WsiX11CreatePresentableImage(device, pCreateInfo, pImage, pMem);
+ return result;
+}
+
+XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglWsiX11QueuePresent(XGL_QUEUE queue, const XGL_WSI_X11_PRESENT_INFO* pPresentInfo, XGL_FENCE fence)
+{
+ XGL_RESULT result = nextTable.WsiX11QueuePresent(queue, pPresentInfo, fence);
+ return result;
+}
+
+XGL_LAYER_EXPORT XGL_VOID* XGLAPI xglGetProcAddr(XGL_PHYSICAL_GPU gpu, const XGL_CHAR* funcName)
+{
+ XGL_BASE_LAYER_OBJECT* gpuw = (XGL_BASE_LAYER_OBJECT *) gpu;
+ if (gpu == NULL)
+ return NULL;
+ pCurObj = gpuw;
+ pthread_once(&tabOnce, initLayerTable);
+
+ if (!strncmp("xglGetProcAddr", (const char *) funcName, sizeof("xglGetProcAddr")))
+ return xglGetProcAddr;
+ else if (!strncmp("xglInitAndEnumerateGpus", (const char *) funcName, sizeof("xglInitAndEnumerateGpus")))
+ return nextTable.InitAndEnumerateGpus;
+ else if (!strncmp("xglGetGpuInfo", (const char *) funcName, sizeof("xglGetGpuInfo")))
+ return xglGetGpuInfo;
+ else if (!strncmp("xglCreateDevice", (const char *) funcName, sizeof("xglCreateDevice")))
+ return xglCreateDevice;
+ else if (!strncmp("xglDestroyDevice", (const char *) funcName, sizeof("xglDestroyDevice")))
+ return xglDestroyDevice;
+ else if (!strncmp("xglGetExtensionSupport", (const char *) funcName, sizeof("xglGetExtensionSupport")))
+ return xglGetExtensionSupport;
+ else if (!strncmp("xglEnumerateLayers", (const char *) funcName, sizeof("xglEnumerateLayers")))
+ return xglEnumerateLayers;
+ else if (!strncmp("xglGetDeviceQueue", (const char *) funcName, sizeof("xglGetDeviceQueue")))
+ return xglGetDeviceQueue;
+ else if (!strncmp("xglQueueSubmit", (const char *) funcName, sizeof("xglQueueSubmit")))
+ return xglQueueSubmit;
+ else if (!strncmp("xglQueueSetGlobalMemReferences", (const char *) funcName, sizeof("xglQueueSetGlobalMemReferences")))
+ return xglQueueSetGlobalMemReferences;
+ else if (!strncmp("xglQueueWaitIdle", (const char *) funcName, sizeof("xglQueueWaitIdle")))
+ return xglQueueWaitIdle;
+ else if (!strncmp("xglDeviceWaitIdle", (const char *) funcName, sizeof("xglDeviceWaitIdle")))
+ return xglDeviceWaitIdle;
+ else if (!strncmp("xglGetMemoryHeapCount", (const char *) funcName, sizeof("xglGetMemoryHeapCount")))
+ return xglGetMemoryHeapCount;
+ else if (!strncmp("xglGetMemoryHeapInfo", (const char *) funcName, sizeof("xglGetMemoryHeapInfo")))
+ return xglGetMemoryHeapInfo;
+ else if (!strncmp("xglAllocMemory", (const char *) funcName, sizeof("xglAllocMemory")))
+ return xglAllocMemory;
+ else if (!strncmp("xglFreeMemory", (const char *) funcName, sizeof("xglFreeMemory")))
+ return xglFreeMemory;
+ else if (!strncmp("xglSetMemoryPriority", (const char *) funcName, sizeof("xglSetMemoryPriority")))
+ return xglSetMemoryPriority;
+ else if (!strncmp("xglMapMemory", (const char *) funcName, sizeof("xglMapMemory")))
+ return xglMapMemory;
+ else if (!strncmp("xglUnmapMemory", (const char *) funcName, sizeof("xglUnmapMemory")))
+ return xglUnmapMemory;
+ else if (!strncmp("xglPinSystemMemory", (const char *) funcName, sizeof("xglPinSystemMemory")))
+ return xglPinSystemMemory;
+ else if (!strncmp("xglRemapVirtualMemoryPages", (const char *) funcName, sizeof("xglRemapVirtualMemoryPages")))
+ return xglRemapVirtualMemoryPages;
+ else if (!strncmp("xglGetMultiGpuCompatibility", (const char *) funcName, sizeof("xglGetMultiGpuCompatibility")))
+ return xglGetMultiGpuCompatibility;
+ else if (!strncmp("xglOpenSharedMemory", (const char *) funcName, sizeof("xglOpenSharedMemory")))
+ return xglOpenSharedMemory;
+ else if (!strncmp("xglOpenSharedQueueSemaphore", (const char *) funcName, sizeof("xglOpenSharedQueueSemaphore")))
+ return xglOpenSharedQueueSemaphore;
+ else if (!strncmp("xglOpenPeerMemory", (const char *) funcName, sizeof("xglOpenPeerMemory")))
+ return xglOpenPeerMemory;
+ else if (!strncmp("xglOpenPeerImage", (const char *) funcName, sizeof("xglOpenPeerImage")))
+ return xglOpenPeerImage;
+ else if (!strncmp("xglDestroyObject", (const char *) funcName, sizeof("xglDestroyObject")))
+ return xglDestroyObject;
+ else if (!strncmp("xglGetObjectInfo", (const char *) funcName, sizeof("xglGetObjectInfo")))
+ return xglGetObjectInfo;
+ else if (!strncmp("xglBindObjectMemory", (const char *) funcName, sizeof("xglBindObjectMemory")))
+ return xglBindObjectMemory;
+ else if (!strncmp("xglCreateFence", (const char *) funcName, sizeof("xglCreateFence")))
+ return xglCreateFence;
+ else if (!strncmp("xglGetFenceStatus", (const char *) funcName, sizeof("xglGetFenceStatus")))
+ return xglGetFenceStatus;
+ else if (!strncmp("xglWaitForFences", (const char *) funcName, sizeof("xglWaitForFences")))
+ return xglWaitForFences;
+ else if (!strncmp("xglCreateQueueSemaphore", (const char *) funcName, sizeof("xglCreateQueueSemaphore")))
+ return xglCreateQueueSemaphore;
+ else if (!strncmp("xglSignalQueueSemaphore", (const char *) funcName, sizeof("xglSignalQueueSemaphore")))
+ return xglSignalQueueSemaphore;
+ else if (!strncmp("xglWaitQueueSemaphore", (const char *) funcName, sizeof("xglWaitQueueSemaphore")))
+ return xglWaitQueueSemaphore;
+ else if (!strncmp("xglCreateEvent", (const char *) funcName, sizeof("xglCreateEvent")))
+ return xglCreateEvent;
+ else if (!strncmp("xglGetEventStatus", (const char *) funcName, sizeof("xglGetEventStatus")))
+ return xglGetEventStatus;
+ else if (!strncmp("xglSetEvent", (const char *) funcName, sizeof("xglSetEvent")))
+ return xglSetEvent;
+ else if (!strncmp("xglResetEvent", (const char *) funcName, sizeof("xglResetEvent")))
+ return xglResetEvent;
+ else if (!strncmp("xglCreateQueryPool", (const char *) funcName, sizeof("xglCreateQueryPool")))
+ return xglCreateQueryPool;
+ else if (!strncmp("xglGetQueryPoolResults", (const char *) funcName, sizeof("xglGetQueryPoolResults")))
+ return xglGetQueryPoolResults;
+ else if (!strncmp("xglGetFormatInfo", (const char *) funcName, sizeof("xglGetFormatInfo")))
+ return xglGetFormatInfo;
+ else if (!strncmp("xglCreateImage", (const char *) funcName, sizeof("xglCreateImage")))
+ return xglCreateImage;
+ else if (!strncmp("xglGetImageSubresourceInfo", (const char *) funcName, sizeof("xglGetImageSubresourceInfo")))
+ return xglGetImageSubresourceInfo;
+ else if (!strncmp("xglCreateImageView", (const char *) funcName, sizeof("xglCreateImageView")))
+ return xglCreateImageView;
+ else if (!strncmp("xglCreateColorAttachmentView", (const char *) funcName, sizeof("xglCreateColorAttachmentView")))
+ return xglCreateColorAttachmentView;
+ else if (!strncmp("xglCreateDepthStencilView", (const char *) funcName, sizeof("xglCreateDepthStencilView")))
+ return xglCreateDepthStencilView;
+ else if (!strncmp("xglCreateShader", (const char *) funcName, sizeof("xglCreateShader")))
+ return xglCreateShader;
+ else if (!strncmp("xglCreateGraphicsPipeline", (const char *) funcName, sizeof("xglCreateGraphicsPipeline")))
+ return xglCreateGraphicsPipeline;
+ else if (!strncmp("xglCreateComputePipeline", (const char *) funcName, sizeof("xglCreateComputePipeline")))
+ return xglCreateComputePipeline;
+ else if (!strncmp("xglStorePipeline", (const char *) funcName, sizeof("xglStorePipeline")))
+ return xglStorePipeline;
+ else if (!strncmp("xglLoadPipeline", (const char *) funcName, sizeof("xglLoadPipeline")))
+ return xglLoadPipeline;
+ else if (!strncmp("xglCreatePipelineDelta", (const char *) funcName, sizeof("xglCreatePipelineDelta")))
+ return xglCreatePipelineDelta;
+ else if (!strncmp("xglCreateSampler", (const char *) funcName, sizeof("xglCreateSampler")))
+ return xglCreateSampler;
+ else if (!strncmp("xglCreateDescriptorSet", (const char *) funcName, sizeof("xglCreateDescriptorSet")))
+ return xglCreateDescriptorSet;
+ else if (!strncmp("xglBeginDescriptorSetUpdate", (const char *) funcName, sizeof("xglBeginDescriptorSetUpdate")))
+ return xglBeginDescriptorSetUpdate;
+ else if (!strncmp("xglEndDescriptorSetUpdate", (const char *) funcName, sizeof("xglEndDescriptorSetUpdate")))
+ return xglEndDescriptorSetUpdate;
+ else if (!strncmp("xglAttachSamplerDescriptors", (const char *) funcName, sizeof("xglAttachSamplerDescriptors")))
+ return xglAttachSamplerDescriptors;
+ else if (!strncmp("xglAttachImageViewDescriptors", (const char *) funcName, sizeof("xglAttachImageViewDescriptors")))
+ return xglAttachImageViewDescriptors;
+ else if (!strncmp("xglAttachMemoryViewDescriptors", (const char *) funcName, sizeof("xglAttachMemoryViewDescriptors")))
+ return xglAttachMemoryViewDescriptors;
+ else if (!strncmp("xglAttachNestedDescriptors", (const char *) funcName, sizeof("xglAttachNestedDescriptors")))
+ return xglAttachNestedDescriptors;
+ else if (!strncmp("xglClearDescriptorSetSlots", (const char *) funcName, sizeof("xglClearDescriptorSetSlots")))
+ return xglClearDescriptorSetSlots;
+ else if (!strncmp("xglCreateViewportState", (const char *) funcName, sizeof("xglCreateViewportState")))
+ return xglCreateViewportState;
+ else if (!strncmp("xglCreateRasterState", (const char *) funcName, sizeof("xglCreateRasterState")))
+ return xglCreateRasterState;
+ else if (!strncmp("xglCreateMsaaState", (const char *) funcName, sizeof("xglCreateMsaaState")))
+ return xglCreateMsaaState;
+ else if (!strncmp("xglCreateColorBlendState", (const char *) funcName, sizeof("xglCreateColorBlendState")))
+ return xglCreateColorBlendState;
+ else if (!strncmp("xglCreateDepthStencilState", (const char *) funcName, sizeof("xglCreateDepthStencilState")))
+ return xglCreateDepthStencilState;
+ else if (!strncmp("xglCreateCommandBuffer", (const char *) funcName, sizeof("xglCreateCommandBuffer")))
+ return xglCreateCommandBuffer;
+ else if (!strncmp("xglBeginCommandBuffer", (const char *) funcName, sizeof("xglBeginCommandBuffer")))
+ return xglBeginCommandBuffer;
+ else if (!strncmp("xglEndCommandBuffer", (const char *) funcName, sizeof("xglEndCommandBuffer")))
+ return xglEndCommandBuffer;
+ else if (!strncmp("xglResetCommandBuffer", (const char *) funcName, sizeof("xglResetCommandBuffer")))
+ return xglResetCommandBuffer;
+ else if (!strncmp("xglCmdBindPipeline", (const char *) funcName, sizeof("xglCmdBindPipeline")))
+ return xglCmdBindPipeline;
+ else if (!strncmp("xglCmdBindPipelineDelta", (const char *) funcName, sizeof("xglCmdBindPipelineDelta")))
+ return xglCmdBindPipelineDelta;
+ else if (!strncmp("xglCmdBindStateObject", (const char *) funcName, sizeof("xglCmdBindStateObject")))
+ return xglCmdBindStateObject;
+ else if (!strncmp("xglCmdBindDescriptorSet", (const char *) funcName, sizeof("xglCmdBindDescriptorSet")))
+ return xglCmdBindDescriptorSet;
+ else if (!strncmp("xglCmdBindDynamicMemoryView", (const char *) funcName, sizeof("xglCmdBindDynamicMemoryView")))
+ return xglCmdBindDynamicMemoryView;
+ else if (!strncmp("xglCmdBindIndexData", (const char *) funcName, sizeof("xglCmdBindIndexData")))
+ return xglCmdBindIndexData;
+ else if (!strncmp("xglCmdBindAttachments", (const char *) funcName, sizeof("xglCmdBindAttachments")))
+ return xglCmdBindAttachments;
+ else if (!strncmp("xglCmdPrepareMemoryRegions", (const char *) funcName, sizeof("xglCmdPrepareMemoryRegions")))
+ return xglCmdPrepareMemoryRegions;
+ else if (!strncmp("xglCmdPrepareImages", (const char *) funcName, sizeof("xglCmdPrepareImages")))
+ return xglCmdPrepareImages;
+ else if (!strncmp("xglCmdDraw", (const char *) funcName, sizeof("xglCmdDraw")))
+ return xglCmdDraw;
+ else if (!strncmp("xglCmdDrawIndexed", (const char *) funcName, sizeof("xglCmdDrawIndexed")))
+ return xglCmdDrawIndexed;
+ else if (!strncmp("xglCmdDrawIndirect", (const char *) funcName, sizeof("xglCmdDrawIndirect")))
+ return xglCmdDrawIndirect;
+ else if (!strncmp("xglCmdDrawIndexedIndirect", (const char *) funcName, sizeof("xglCmdDrawIndexedIndirect")))
+ return xglCmdDrawIndexedIndirect;
+ else if (!strncmp("xglCmdDispatch", (const char *) funcName, sizeof("xglCmdDispatch")))
+ return xglCmdDispatch;
+ else if (!strncmp("xglCmdDispatchIndirect", (const char *) funcName, sizeof("xglCmdDispatchIndirect")))
+ return xglCmdDispatchIndirect;
+ else if (!strncmp("xglCmdCopyMemory", (const char *) funcName, sizeof("xglCmdCopyMemory")))
+ return xglCmdCopyMemory;
+ else if (!strncmp("xglCmdCopyImage", (const char *) funcName, sizeof("xglCmdCopyImage")))
+ return xglCmdCopyImage;
+ else if (!strncmp("xglCmdCopyMemoryToImage", (const char *) funcName, sizeof("xglCmdCopyMemoryToImage")))
+ return xglCmdCopyMemoryToImage;
+ else if (!strncmp("xglCmdCopyImageToMemory", (const char *) funcName, sizeof("xglCmdCopyImageToMemory")))
+ return xglCmdCopyImageToMemory;
+ else if (!strncmp("xglCmdCloneImageData", (const char *) funcName, sizeof("xglCmdCloneImageData")))
+ return xglCmdCloneImageData;
+ else if (!strncmp("xglCmdUpdateMemory", (const char *) funcName, sizeof("xglCmdUpdateMemory")))
+ return xglCmdUpdateMemory;
+ else if (!strncmp("xglCmdFillMemory", (const char *) funcName, sizeof("xglCmdFillMemory")))
+ return xglCmdFillMemory;
+ else if (!strncmp("xglCmdClearColorImage", (const char *) funcName, sizeof("xglCmdClearColorImage")))
+ return xglCmdClearColorImage;
+ else if (!strncmp("xglCmdClearColorImageRaw", (const char *) funcName, sizeof("xglCmdClearColorImageRaw")))
+ return xglCmdClearColorImageRaw;
+ else if (!strncmp("xglCmdClearDepthStencil", (const char *) funcName, sizeof("xglCmdClearDepthStencil")))
+ return xglCmdClearDepthStencil;
+ else if (!strncmp("xglCmdResolveImage", (const char *) funcName, sizeof("xglCmdResolveImage")))
+ return xglCmdResolveImage;
+ else if (!strncmp("xglCmdSetEvent", (const char *) funcName, sizeof("xglCmdSetEvent")))
+ return xglCmdSetEvent;
+ else if (!strncmp("xglCmdResetEvent", (const char *) funcName, sizeof("xglCmdResetEvent")))
+ return xglCmdResetEvent;
+ else if (!strncmp("xglCmdMemoryAtomic", (const char *) funcName, sizeof("xglCmdMemoryAtomic")))
+ return xglCmdMemoryAtomic;
+ else if (!strncmp("xglCmdBeginQuery", (const char *) funcName, sizeof("xglCmdBeginQuery")))
+ return xglCmdBeginQuery;
+ else if (!strncmp("xglCmdEndQuery", (const char *) funcName, sizeof("xglCmdEndQuery")))
+ return xglCmdEndQuery;
+ else if (!strncmp("xglCmdResetQueryPool", (const char *) funcName, sizeof("xglCmdResetQueryPool")))
+ return xglCmdResetQueryPool;
+ else if (!strncmp("xglCmdWriteTimestamp", (const char *) funcName, sizeof("xglCmdWriteTimestamp")))
+ return xglCmdWriteTimestamp;
+ else if (!strncmp("xglCmdInitAtomicCounters", (const char *) funcName, sizeof("xglCmdInitAtomicCounters")))
+ return xglCmdInitAtomicCounters;
+ else if (!strncmp("xglCmdLoadAtomicCounters", (const char *) funcName, sizeof("xglCmdLoadAtomicCounters")))
+ return xglCmdLoadAtomicCounters;
+ else if (!strncmp("xglCmdSaveAtomicCounters", (const char *) funcName, sizeof("xglCmdSaveAtomicCounters")))
+ return xglCmdSaveAtomicCounters;
+ else if (!strncmp("xglDbgSetValidationLevel", (const char *) funcName, sizeof("xglDbgSetValidationLevel")))
+ return xglDbgSetValidationLevel;
+ else if (!strncmp("xglDbgRegisterMsgCallback", (const char *) funcName, sizeof("xglDbgRegisterMsgCallback")))
+ return xglDbgRegisterMsgCallback;
+ else if (!strncmp("xglDbgUnregisterMsgCallback", (const char *) funcName, sizeof("xglDbgUnregisterMsgCallback")))
+ return xglDbgUnregisterMsgCallback;
+ else if (!strncmp("xglDbgSetMessageFilter", (const char *) funcName, sizeof("xglDbgSetMessageFilter")))
+ return xglDbgSetMessageFilter;
+ else if (!strncmp("xglDbgSetObjectTag", (const char *) funcName, sizeof("xglDbgSetObjectTag")))
+ return xglDbgSetObjectTag;
+ else if (!strncmp("xglDbgSetGlobalOption", (const char *) funcName, sizeof("xglDbgSetGlobalOption")))
+ return xglDbgSetGlobalOption;
+ else if (!strncmp("xglDbgSetDeviceOption", (const char *) funcName, sizeof("xglDbgSetDeviceOption")))
+ return xglDbgSetDeviceOption;
+ else if (!strncmp("xglCmdDbgMarkerBegin", (const char *) funcName, sizeof("xglCmdDbgMarkerBegin")))
+ return xglCmdDbgMarkerBegin;
+ else if (!strncmp("xglCmdDbgMarkerEnd", (const char *) funcName, sizeof("xglCmdDbgMarkerEnd")))
+ return xglCmdDbgMarkerEnd;
+ else if (!strncmp("xglWsiX11AssociateConnection", (const char *) funcName, sizeof("xglWsiX11AssociateConnection")))
+ return xglWsiX11AssociateConnection;
+ else if (!strncmp("xglWsiX11GetMSC", (const char *) funcName, sizeof("xglWsiX11GetMSC")))
+ return xglWsiX11GetMSC;
+ else if (!strncmp("xglWsiX11CreatePresentableImage", (const char *) funcName, sizeof("xglWsiX11CreatePresentableImage")))
+ return xglWsiX11CreatePresentableImage;
+ else if (!strncmp("xglWsiX11QueuePresent", (const char *) funcName, sizeof("xglWsiX11QueuePresent")))
+ return xglWsiX11QueuePresent;
+ else {
+ XGL_BASE_LAYER_OBJECT* gpuw = (XGL_BASE_LAYER_OBJECT *) gpu;
+ if (gpuw->pGPA == NULL)
+ return NULL;
+ return gpuw->pGPA(gpuw->nextObject, funcName);
+ }
+}
+