Initial version of draw state layer
Prints out Descriptor Set state at the time of Draw.
diff --git a/layers/draw_state.c b/layers/draw_state.c
new file mode 100644
index 0000000..cad209e
--- /dev/null
+++ b/layers/draw_state.c
@@ -0,0 +1,1642 @@
+/* THIS FILE IS GENERATED. DO NOT EDIT. */
+
+/*
+ * XGL
+ *
+ * Copyright (C) 2014 LunarG, Inc.
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a
+ * copy of this software and associated documentation files (the "Software"),
+ * to deal in the Software without restriction, including without limitation
+ * the rights to use, copy, modify, merge, publish, distribute, sublicense,
+ * and/or sell copies of the Software, and to permit persons to whom the
+ * Software is furnished to do so, subject to the following conditions:
+ *
+ * The above copyright notice and this permission notice shall be included
+ * in all copies or substantial portions of the Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+ * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
+ * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+ * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
+ * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
+ * DEALINGS IN THE SOFTWARE.
+ */
+
+#include <stdio.h>
+#include <stdlib.h>
+#include <string.h>
+#include <assert.h>
+#include <pthread.h>
+#include "xglLayer.h"
+//#include "xgl_struct_wrappers.h"
+
+static XGL_LAYER_DISPATCH_TABLE nextTable;
+static XGL_BASE_LAYER_OBJECT *pCurObj;
+static pthread_once_t tabOnce = PTHREAD_ONCE_INIT;
+
+// Block of code at start here for managing/tracking Pipeline state that this layer cares about
+// Just track 2 shaders for now
+#define VS 0
+#define FS 1
+#define MAX_SLOTS 2048
+typedef struct _SHADER_DS_MAPPING {
+ XGL_UINT slotCount;
+ XGL_DESCRIPTOR_SLOT_INFO* pShaderMappingSlot;
+} SHADER_DS_MAPPING;
+
+typedef struct _PIPELINE_NODE {
+ XGL_PIPELINE pipeline;
+ struct _PIPELINE_NODE* pNext;
+ SHADER_DS_MAPPING dsMapping[2][XGL_MAX_DESCRIPTOR_SETS];
+} PIPELINE_NODE;
+
+typedef struct _PIPELINE_LL_HEADER {
+ XGL_STRUCTURE_TYPE sType;
+ const XGL_VOID* pNext;
+} PIPELINE_LL_HEADER;
+
+static PIPELINE_NODE *pPipelineHead = NULL;
+static XGL_PIPELINE lastBoundPipeline = NULL;
+
+static PIPELINE_NODE *getPipeline(XGL_PIPELINE pipeline)
+{
+ PIPELINE_NODE *pTrav = pPipelineHead;
+ while (pTrav) {
+ if (pTrav->pipeline == pipeline)
+ return pTrav;
+ pTrav = pTrav->pNext;
+ }
+ return NULL;
+}
+
+// Init the pipeline mapping info based on pipeline create info LL tree
+static void initPipeline(PIPELINE_NODE *pPipeline, const XGL_GRAPHICS_PIPELINE_CREATE_INFO* pCreateInfo)
+{
+ PIPELINE_LL_HEADER *pTrav = (PIPELINE_LL_HEADER*)pCreateInfo->pNext;
+ while (pTrav) {
+ if (XGL_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO == pTrav->sType) {
+ XGL_PIPELINE_SHADER_STAGE_CREATE_INFO* pSSCI = (XGL_PIPELINE_SHADER_STAGE_CREATE_INFO*)pTrav;
+ if (XGL_SHADER_STAGE_VERTEX == pSSCI->shader.stage) {
+ for (uint32_t i = 0; i < XGL_MAX_DESCRIPTOR_SETS; i++) {
+ if (pSSCI->shader.descriptorSetMapping[i].descriptorCount > MAX_SLOTS) {
+ printf("DS ERROR: descriptorCount for Vertex Shader exceeds 2048 (%u), is this correct? Changing to 0\n", pSSCI->shader.descriptorSetMapping[i].descriptorCount);
+ pSSCI->shader.descriptorSetMapping[i].descriptorCount = 0;
+ }
+ pPipeline->dsMapping[0][i].slotCount = pSSCI->shader.descriptorSetMapping[i].descriptorCount;
+ // Deep copy DS Slot array
+ pPipeline->dsMapping[0][i].pShaderMappingSlot = (XGL_DESCRIPTOR_SLOT_INFO*)malloc(sizeof(XGL_DESCRIPTOR_SLOT_INFO)*pPipeline->dsMapping[0][i].slotCount);
+ memcpy(&pPipeline->dsMapping[0][i].pShaderMappingSlot, &pSSCI->shader.descriptorSetMapping[i].pDescriptorInfo, sizeof(XGL_DESCRIPTOR_SLOT_INFO)*pPipeline->dsMapping[0][i].slotCount);
+ }
+ }
+ else if (XGL_SHADER_STAGE_FRAGMENT == pSSCI->shader.stage) {
+ for (uint32_t i = 0; i < XGL_MAX_DESCRIPTOR_SETS; i++) {
+ if (pSSCI->shader.descriptorSetMapping[i].descriptorCount > MAX_SLOTS) {
+ printf("DS ERROR: descriptorCount for Frag Shader exceeds 2048 (%u), is this correct? Changing to 0\n", pSSCI->shader.descriptorSetMapping[i].descriptorCount);
+ pSSCI->shader.descriptorSetMapping[i].descriptorCount = 0;
+ }
+ pPipeline->dsMapping[1][i].slotCount = pSSCI->shader.descriptorSetMapping[i].descriptorCount;
+ // Deep copy DS Slot array
+ pPipeline->dsMapping[1][i].pShaderMappingSlot = (XGL_DESCRIPTOR_SLOT_INFO*)malloc(sizeof(XGL_DESCRIPTOR_SLOT_INFO)*pPipeline->dsMapping[1][i].slotCount);
+ memcpy(&pPipeline->dsMapping[1][i].pShaderMappingSlot, &pSSCI->shader.descriptorSetMapping[i].pDescriptorInfo, sizeof(XGL_DESCRIPTOR_SLOT_INFO)*pPipeline->dsMapping[1][i].slotCount);
+ }
+ }
+ }
+ pTrav = pTrav->pNext;
+ }
+}
+
+// Block of code at start here specifically for managing/tracking DSs
+#define MAPPING_MEMORY 0x00000001
+#define MAPPING_IMAGE 0x00000002
+#define MAPPING_SAMPLER 0x00000004
+#define MAPPING_DS 0x00000008
+
+typedef struct _DS_SLOT {
+ XGL_UINT slot;
+ XGL_DESCRIPTOR_SLOT_INFO shaderSlotInfo[2];
+ // Only 1 of 4 possible slot mappings active
+ XGL_UINT activeMapping;
+ XGL_UINT mappingMask; // store record of different mappings used
+ XGL_MEMORY_VIEW_ATTACH_INFO memView;
+ XGL_IMAGE_VIEW_ATTACH_INFO imageView;
+ XGL_SAMPLER sampler;
+} DS_SLOT;
+
+// Top-level node that points to start of DS
+typedef struct _DS_LL_HEAD {
+ XGL_DESCRIPTOR_SET dsID;
+ XGL_UINT numSlots;
+ struct _DS_LL_HEAD *pNextDS;
+ DS_SLOT *dsSlot; // Dynamically allocated array of DS_SLOTs
+ XGL_BOOL updateActive; // Track if DS is in an update block
+} DS_LL_HEAD;
+
+// ptr to HEAD of LL of DSs
+static DS_LL_HEAD *pDSHead = NULL;
+// Last DS that was bound
+static XGL_DESCRIPTOR_SET lastBoundDS[XGL_MAX_DESCRIPTOR_SETS] = {NULL, NULL};
+
+// Return DS Head ptr for specified ds or else NULL
+static DS_LL_HEAD* getDS(XGL_DESCRIPTOR_SET ds)
+{
+ DS_LL_HEAD *pTrav = pDSHead;
+ while (pTrav) {
+ if (pTrav->dsID == ds)
+ return pTrav;
+ pTrav = pTrav->pNextDS;
+ }
+ return NULL;
+}
+
+// Initialize a DS where all slots are UNUSED for all shaders
+static void initDS(DS_LL_HEAD *pDS)
+{
+ for (uint32_t i = 0; i < pDS->numSlots; i++) {
+ memset((void*)&pDS->dsSlot[i], 0, sizeof(DS_SLOT));
+ pDS->dsSlot[i].slot = i;
+ }
+}
+
+// Return XGL_TRUE if DS Exists and is within an xglBeginDescriptorSetUpdate() call sequence, otherwise XGL_FALSE
+static XGL_BOOL dsUpdate(XGL_DESCRIPTOR_SET ds)
+{
+ DS_LL_HEAD *pTrav = getDS(ds);
+ if (pTrav)
+ return pTrav->updateActive;
+ return XGL_FALSE;
+}
+
+// Clear specified slotCount DS Slots starting at startSlot
+// Return XGL_TRUE if DS is within a xglBeginDescriptorSetUpdate() call sequence, otherwise XGL_FALSE
+static XGL_BOOL clearDS(XGL_DESCRIPTOR_SET descriptorSet, XGL_UINT startSlot, XGL_UINT slotCount)
+{
+ DS_LL_HEAD *pTrav = getDS(descriptorSet);
+ if (!pTrav || ((startSlot + slotCount) > pTrav->numSlots)) {
+ // TODO : Log more meaningful error here
+ return XGL_FALSE;
+ }
+ for (uint32_t i = startSlot; i < slotCount; i++) {
+ memset((void*)&pTrav->dsSlot[i], 0, sizeof(DS_SLOT));
+ }
+ return XGL_TRUE;
+}
+
+static void dsSetMapping(DS_SLOT* pSlot, XGL_UINT mapping)
+{
+ pSlot->mappingMask |= mapping;
+ pSlot->activeMapping &= mapping;
+}
+
+static void noteSlotMapping(XGL_UINT32 mapping)
+{
+ if (MAPPING_MEMORY & mapping)
+ printf("\tMemory View previously mapped\n");
+ if (MAPPING_IMAGE & mapping)
+ printf("\tImage View previously mapped\n");
+ if (MAPPING_SAMPLER & mapping)
+ printf("\tSampler previously mapped\n");
+ if (MAPPING_DS & mapping)
+ printf("\tDESCRIPTOR SET ptr previously mapped\n");
+}
+
+static void dsSetMemMapping(DS_SLOT* pSlot, const XGL_MEMORY_VIEW_ATTACH_INFO* pMemView)
+{
+ if (pSlot->mappingMask) {
+ printf("DS INFO : While mapping Memory View to slot %u previous Mapping(s) identified:\n", pSlot->slot);
+ noteSlotMapping(pSlot->mappingMask);
+ }
+ memcpy(&pSlot->memView, pMemView, sizeof(XGL_MEMORY_VIEW_ATTACH_INFO));
+ dsSetMapping(pSlot, MAPPING_MEMORY);
+}
+
+static XGL_BOOL dsMemMapping(XGL_DESCRIPTOR_SET descriptorSet, XGL_UINT startSlot, XGL_UINT slotCount, const XGL_MEMORY_VIEW_ATTACH_INFO* pMemViews)
+{
+ DS_LL_HEAD *pTrav = getDS(descriptorSet);
+ if (pTrav) {
+ if (pTrav->numSlots < (startSlot + slotCount)) {
+ return XGL_FALSE;
+ }
+ for (uint32_t i = 0; i < slotCount; i++) {
+ dsSetMemMapping(&pTrav->dsSlot[i+startSlot], &pMemViews[i]);
+ }
+ }
+ return XGL_FALSE;
+}
+
+static void dsSetImageMapping(DS_SLOT* pSlot, const XGL_IMAGE_VIEW_ATTACH_INFO* pImageViews)
+{
+ if (pSlot->mappingMask) {
+ printf("DS INFO : While mapping Image View to slot %u previous Mapping(s) identified:\n", pSlot->slot);
+ noteSlotMapping(pSlot->mappingMask);
+ }
+ memcpy(&pSlot->imageView, pImageViews, sizeof(XGL_IMAGE_VIEW_ATTACH_INFO));
+ dsSetMapping(pSlot, MAPPING_IMAGE);
+}
+
+static XGL_BOOL dsImageMapping(XGL_DESCRIPTOR_SET descriptorSet, XGL_UINT startSlot, XGL_UINT slotCount, const XGL_IMAGE_VIEW_ATTACH_INFO* pImageViews)
+{
+ DS_LL_HEAD *pTrav = getDS(descriptorSet);
+ if (pTrav) {
+ if (pTrav->numSlots < (startSlot + slotCount)) {
+ return XGL_FALSE;
+ }
+ for (uint32_t i = 0; i < slotCount; i++) {
+ dsSetImageMapping(&pTrav->dsSlot[i+startSlot], &pImageViews[i]);
+ }
+ }
+ return XGL_FALSE;
+}
+
+static void dsSetSamplerMapping(DS_SLOT* pSlot, const XGL_SAMPLER sampler)
+{
+ if (pSlot->mappingMask) {
+ printf("DS INFO : While mapping Sampler to slot %u previous Mapping(s) identified:\n", pSlot->slot);
+ noteSlotMapping(pSlot->mappingMask);
+ }
+ pSlot->sampler = sampler;
+ dsSetMapping(pSlot, MAPPING_SAMPLER);
+}
+
+static XGL_BOOL dsSamplerMapping(XGL_DESCRIPTOR_SET descriptorSet, XGL_UINT startSlot, XGL_UINT slotCount, const XGL_SAMPLER* pSamplers)
+{
+ DS_LL_HEAD *pTrav = getDS(descriptorSet);
+ if (pTrav) {
+ if (pTrav->numSlots < (startSlot + slotCount)) {
+ return XGL_FALSE;
+ }
+ for (uint32_t i = 0; i < slotCount; i++) {
+ dsSetImageMapping(&pTrav->dsSlot[i+startSlot], pSamplers[i]);
+ }
+ }
+ return XGL_FALSE;
+}
+
+// Synch up currently bound pipeline settings with DS mappings
+static void synchDSMapping()
+{
+ // First verify that we have a bound pipeline
+ PIPELINE_NODE *pPipeTrav = getPipeline(lastBoundPipeline);
+ if (!pPipeTrav) {
+ printf("DS ERROR : Can't find last bound Pipeline %p!\n", (void*)lastBoundPipeline);
+ }
+ else {
+ for (uint32_t i = 0; i < XGL_MAX_DESCRIPTOR_SETS; i++) {
+ DS_LL_HEAD *pDS = getDS(lastBoundDS[i]);
+ if (!pDS) {
+ printf("DS ERROR : Can't find last bound DS %p. Did you need to bind DS to index %u?\n", (void*)lastBoundDS[i], i);
+ }
+ else { // We have a good DS & Pipeline, store pipeline mappings in DS
+ for (uint32_t j = 0; j < 2; j++) { // j is shader selector
+ for (uint32_t k = 0; k < XGL_MAX_DESCRIPTOR_SETS; k++) {
+ if (pPipeTrav->dsMapping[j][k].slotCount > pDS->numSlots) {
+ printf("DS ERROR : DS Mapping for shader %u has more slots (%u) than DS %p (%u)!\n", j, pPipeTrav->dsMapping[j][k].slotCount, (void*)pDS->dsID, pDS->numSlots);
+ }
+ else {
+ for (uint32_t r = 0; r < pPipeTrav->dsMapping[j][k].slotCount; r++) {
+ pDS->dsSlot[r].shaderSlotInfo[j] = pPipeTrav->dsMapping[j][k].pShaderMappingSlot[j];
+ }
+ }
+ }
+ }
+ }
+ }
+ }
+}
+
+// Print details of DS config to stdout
+static void printDSConfig()
+{
+ for (uint32_t i = 0; i < XGL_MAX_DESCRIPTOR_SETS; i++) {
+ DS_LL_HEAD *pDS = getDS(lastBoundDS[i]);
+ if (pDS) {
+ printf("DS INFO : Bindings for DS %p:\n", (void*)pDS->dsID);
+ for (uint32_t j = 0; j < pDS->numSlots; j++) {
+ printf("\tSlot %u\n", j);
+ switch (pDS->dsSlot[j].activeMapping)
+ {
+ case MAPPING_MEMORY:
+ printf("\tMapped to Memory View %p (CAN PRINT DETAILS HERE)\n", (void*)&pDS->dsSlot[j].memView);
+ break;
+ case MAPPING_IMAGE:
+ printf("\tMapped to Image View %p (CAN PRINT DETAILS HERE)\n", (void*)&pDS->dsSlot[j].imageView);
+ break;
+ case MAPPING_SAMPLER:
+ printf("\tMapped to Sampler View %p (CAN PRINT DETAILS HERE)\n", (void*)pDS->dsSlot[j].sampler);
+ break;
+ default:
+ printf("\tNO VIEW MAPPED TO THIS DS SLOT\n");
+ break;
+ }
+ for (uint32_t k = 0; k < 2; k++) {
+ if (XGL_SLOT_UNUSED != pDS->dsSlot[j].shaderSlotInfo[k].slotObjectType) {
+ printf("\tShader type %u has %u slot type mapping to shaderEntityIndex %u\n", k, pDS->dsSlot[j].shaderSlotInfo[k].slotObjectType, pDS->dsSlot[j].shaderSlotInfo[k].shaderEntityIndex);
+ }
+ }
+ }
+ }
+ else {
+ printf("DS ERROR : Can't find last bound DS %p!\n", (void*)lastBoundDS[i]);
+ }
+ }
+}
+
+static void synchAndPrintDSConfig()
+{
+ synchDSMapping();
+ printDSConfig();
+}
+
+static void initLayerTable()
+{
+ GetProcAddrType fpNextGPA;
+ fpNextGPA = pCurObj->pGPA;
+ assert(fpNextGPA);
+
+ GetProcAddrType fpGetProcAddr = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglGetProcAddr");
+ nextTable.GetProcAddr = fpGetProcAddr;
+ InitAndEnumerateGpusType fpInitAndEnumerateGpus = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglInitAndEnumerateGpus");
+ nextTable.InitAndEnumerateGpus = fpInitAndEnumerateGpus;
+ GetGpuInfoType fpGetGpuInfo = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglGetGpuInfo");
+ nextTable.GetGpuInfo = fpGetGpuInfo;
+ CreateDeviceType fpCreateDevice = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglCreateDevice");
+ nextTable.CreateDevice = fpCreateDevice;
+ DestroyDeviceType fpDestroyDevice = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglDestroyDevice");
+ nextTable.DestroyDevice = fpDestroyDevice;
+ GetExtensionSupportType fpGetExtensionSupport = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglGetExtensionSupport");
+ nextTable.GetExtensionSupport = fpGetExtensionSupport;
+ EnumerateLayersType fpEnumerateLayers = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglEnumerateLayers");
+ nextTable.EnumerateLayers = fpEnumerateLayers;
+ GetDeviceQueueType fpGetDeviceQueue = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglGetDeviceQueue");
+ nextTable.GetDeviceQueue = fpGetDeviceQueue;
+ QueueSubmitType fpQueueSubmit = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglQueueSubmit");
+ nextTable.QueueSubmit = fpQueueSubmit;
+ QueueSetGlobalMemReferencesType fpQueueSetGlobalMemReferences = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglQueueSetGlobalMemReferences");
+ nextTable.QueueSetGlobalMemReferences = fpQueueSetGlobalMemReferences;
+ QueueWaitIdleType fpQueueWaitIdle = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglQueueWaitIdle");
+ nextTable.QueueWaitIdle = fpQueueWaitIdle;
+ DeviceWaitIdleType fpDeviceWaitIdle = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglDeviceWaitIdle");
+ nextTable.DeviceWaitIdle = fpDeviceWaitIdle;
+ GetMemoryHeapCountType fpGetMemoryHeapCount = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglGetMemoryHeapCount");
+ nextTable.GetMemoryHeapCount = fpGetMemoryHeapCount;
+ GetMemoryHeapInfoType fpGetMemoryHeapInfo = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglGetMemoryHeapInfo");
+ nextTable.GetMemoryHeapInfo = fpGetMemoryHeapInfo;
+ AllocMemoryType fpAllocMemory = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglAllocMemory");
+ nextTable.AllocMemory = fpAllocMemory;
+ FreeMemoryType fpFreeMemory = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglFreeMemory");
+ nextTable.FreeMemory = fpFreeMemory;
+ SetMemoryPriorityType fpSetMemoryPriority = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglSetMemoryPriority");
+ nextTable.SetMemoryPriority = fpSetMemoryPriority;
+ MapMemoryType fpMapMemory = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglMapMemory");
+ nextTable.MapMemory = fpMapMemory;
+ UnmapMemoryType fpUnmapMemory = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglUnmapMemory");
+ nextTable.UnmapMemory = fpUnmapMemory;
+ PinSystemMemoryType fpPinSystemMemory = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglPinSystemMemory");
+ nextTable.PinSystemMemory = fpPinSystemMemory;
+ RemapVirtualMemoryPagesType fpRemapVirtualMemoryPages = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglRemapVirtualMemoryPages");
+ nextTable.RemapVirtualMemoryPages = fpRemapVirtualMemoryPages;
+ GetMultiGpuCompatibilityType fpGetMultiGpuCompatibility = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglGetMultiGpuCompatibility");
+ nextTable.GetMultiGpuCompatibility = fpGetMultiGpuCompatibility;
+ OpenSharedMemoryType fpOpenSharedMemory = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglOpenSharedMemory");
+ nextTable.OpenSharedMemory = fpOpenSharedMemory;
+ OpenSharedQueueSemaphoreType fpOpenSharedQueueSemaphore = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglOpenSharedQueueSemaphore");
+ nextTable.OpenSharedQueueSemaphore = fpOpenSharedQueueSemaphore;
+ OpenPeerMemoryType fpOpenPeerMemory = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglOpenPeerMemory");
+ nextTable.OpenPeerMemory = fpOpenPeerMemory;
+ OpenPeerImageType fpOpenPeerImage = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglOpenPeerImage");
+ nextTable.OpenPeerImage = fpOpenPeerImage;
+ DestroyObjectType fpDestroyObject = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglDestroyObject");
+ nextTable.DestroyObject = fpDestroyObject;
+ GetObjectInfoType fpGetObjectInfo = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglGetObjectInfo");
+ nextTable.GetObjectInfo = fpGetObjectInfo;
+ BindObjectMemoryType fpBindObjectMemory = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglBindObjectMemory");
+ nextTable.BindObjectMemory = fpBindObjectMemory;
+ CreateFenceType fpCreateFence = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglCreateFence");
+ nextTable.CreateFence = fpCreateFence;
+ GetFenceStatusType fpGetFenceStatus = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglGetFenceStatus");
+ nextTable.GetFenceStatus = fpGetFenceStatus;
+ WaitForFencesType fpWaitForFences = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglWaitForFences");
+ nextTable.WaitForFences = fpWaitForFences;
+ CreateQueueSemaphoreType fpCreateQueueSemaphore = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglCreateQueueSemaphore");
+ nextTable.CreateQueueSemaphore = fpCreateQueueSemaphore;
+ SignalQueueSemaphoreType fpSignalQueueSemaphore = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglSignalQueueSemaphore");
+ nextTable.SignalQueueSemaphore = fpSignalQueueSemaphore;
+ WaitQueueSemaphoreType fpWaitQueueSemaphore = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglWaitQueueSemaphore");
+ nextTable.WaitQueueSemaphore = fpWaitQueueSemaphore;
+ CreateEventType fpCreateEvent = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglCreateEvent");
+ nextTable.CreateEvent = fpCreateEvent;
+ GetEventStatusType fpGetEventStatus = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglGetEventStatus");
+ nextTable.GetEventStatus = fpGetEventStatus;
+ SetEventType fpSetEvent = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglSetEvent");
+ nextTable.SetEvent = fpSetEvent;
+ ResetEventType fpResetEvent = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglResetEvent");
+ nextTable.ResetEvent = fpResetEvent;
+ CreateQueryPoolType fpCreateQueryPool = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglCreateQueryPool");
+ nextTable.CreateQueryPool = fpCreateQueryPool;
+ GetQueryPoolResultsType fpGetQueryPoolResults = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglGetQueryPoolResults");
+ nextTable.GetQueryPoolResults = fpGetQueryPoolResults;
+ GetFormatInfoType fpGetFormatInfo = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglGetFormatInfo");
+ nextTable.GetFormatInfo = fpGetFormatInfo;
+ CreateImageType fpCreateImage = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglCreateImage");
+ nextTable.CreateImage = fpCreateImage;
+ GetImageSubresourceInfoType fpGetImageSubresourceInfo = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglGetImageSubresourceInfo");
+ nextTable.GetImageSubresourceInfo = fpGetImageSubresourceInfo;
+ CreateImageViewType fpCreateImageView = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglCreateImageView");
+ nextTable.CreateImageView = fpCreateImageView;
+ CreateColorAttachmentViewType fpCreateColorAttachmentView = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglCreateColorAttachmentView");
+ nextTable.CreateColorAttachmentView = fpCreateColorAttachmentView;
+ CreateDepthStencilViewType fpCreateDepthStencilView = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglCreateDepthStencilView");
+ nextTable.CreateDepthStencilView = fpCreateDepthStencilView;
+ CreateShaderType fpCreateShader = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglCreateShader");
+ nextTable.CreateShader = fpCreateShader;
+ CreateGraphicsPipelineType fpCreateGraphicsPipeline = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglCreateGraphicsPipeline");
+ nextTable.CreateGraphicsPipeline = fpCreateGraphicsPipeline;
+ CreateComputePipelineType fpCreateComputePipeline = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglCreateComputePipeline");
+ nextTable.CreateComputePipeline = fpCreateComputePipeline;
+ StorePipelineType fpStorePipeline = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglStorePipeline");
+ nextTable.StorePipeline = fpStorePipeline;
+ LoadPipelineType fpLoadPipeline = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglLoadPipeline");
+ nextTable.LoadPipeline = fpLoadPipeline;
+ CreatePipelineDeltaType fpCreatePipelineDelta = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglCreatePipelineDelta");
+ nextTable.CreatePipelineDelta = fpCreatePipelineDelta;
+ CreateSamplerType fpCreateSampler = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglCreateSampler");
+ nextTable.CreateSampler = fpCreateSampler;
+ CreateDescriptorSetType fpCreateDescriptorSet = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglCreateDescriptorSet");
+ nextTable.CreateDescriptorSet = fpCreateDescriptorSet;
+ BeginDescriptorSetUpdateType fpBeginDescriptorSetUpdate = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglBeginDescriptorSetUpdate");
+ nextTable.BeginDescriptorSetUpdate = fpBeginDescriptorSetUpdate;
+ EndDescriptorSetUpdateType fpEndDescriptorSetUpdate = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglEndDescriptorSetUpdate");
+ nextTable.EndDescriptorSetUpdate = fpEndDescriptorSetUpdate;
+ AttachSamplerDescriptorsType fpAttachSamplerDescriptors = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglAttachSamplerDescriptors");
+ nextTable.AttachSamplerDescriptors = fpAttachSamplerDescriptors;
+ AttachImageViewDescriptorsType fpAttachImageViewDescriptors = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglAttachImageViewDescriptors");
+ nextTable.AttachImageViewDescriptors = fpAttachImageViewDescriptors;
+ AttachMemoryViewDescriptorsType fpAttachMemoryViewDescriptors = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglAttachMemoryViewDescriptors");
+ nextTable.AttachMemoryViewDescriptors = fpAttachMemoryViewDescriptors;
+ AttachNestedDescriptorsType fpAttachNestedDescriptors = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglAttachNestedDescriptors");
+ nextTable.AttachNestedDescriptors = fpAttachNestedDescriptors;
+ ClearDescriptorSetSlotsType fpClearDescriptorSetSlots = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglClearDescriptorSetSlots");
+ nextTable.ClearDescriptorSetSlots = fpClearDescriptorSetSlots;
+ CreateViewportStateType fpCreateViewportState = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglCreateViewportState");
+ nextTable.CreateViewportState = fpCreateViewportState;
+ CreateRasterStateType fpCreateRasterState = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglCreateRasterState");
+ nextTable.CreateRasterState = fpCreateRasterState;
+ CreateMsaaStateType fpCreateMsaaState = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglCreateMsaaState");
+ nextTable.CreateMsaaState = fpCreateMsaaState;
+ CreateColorBlendStateType fpCreateColorBlendState = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglCreateColorBlendState");
+ nextTable.CreateColorBlendState = fpCreateColorBlendState;
+ CreateDepthStencilStateType fpCreateDepthStencilState = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglCreateDepthStencilState");
+ nextTable.CreateDepthStencilState = fpCreateDepthStencilState;
+ CreateCommandBufferType fpCreateCommandBuffer = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglCreateCommandBuffer");
+ nextTable.CreateCommandBuffer = fpCreateCommandBuffer;
+ BeginCommandBufferType fpBeginCommandBuffer = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglBeginCommandBuffer");
+ nextTable.BeginCommandBuffer = fpBeginCommandBuffer;
+ EndCommandBufferType fpEndCommandBuffer = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglEndCommandBuffer");
+ nextTable.EndCommandBuffer = fpEndCommandBuffer;
+ ResetCommandBufferType fpResetCommandBuffer = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglResetCommandBuffer");
+ nextTable.ResetCommandBuffer = fpResetCommandBuffer;
+ CmdBindPipelineType fpCmdBindPipeline = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglCmdBindPipeline");
+ nextTable.CmdBindPipeline = fpCmdBindPipeline;
+ CmdBindPipelineDeltaType fpCmdBindPipelineDelta = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglCmdBindPipelineDelta");
+ nextTable.CmdBindPipelineDelta = fpCmdBindPipelineDelta;
+ CmdBindStateObjectType fpCmdBindStateObject = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglCmdBindStateObject");
+ nextTable.CmdBindStateObject = fpCmdBindStateObject;
+ CmdBindDescriptorSetType fpCmdBindDescriptorSet = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglCmdBindDescriptorSet");
+ nextTable.CmdBindDescriptorSet = fpCmdBindDescriptorSet;
+ CmdBindDynamicMemoryViewType fpCmdBindDynamicMemoryView = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglCmdBindDynamicMemoryView");
+ nextTable.CmdBindDynamicMemoryView = fpCmdBindDynamicMemoryView;
+ CmdBindIndexDataType fpCmdBindIndexData = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglCmdBindIndexData");
+ nextTable.CmdBindIndexData = fpCmdBindIndexData;
+ CmdBindAttachmentsType fpCmdBindAttachments = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglCmdBindAttachments");
+ nextTable.CmdBindAttachments = fpCmdBindAttachments;
+ CmdPrepareMemoryRegionsType fpCmdPrepareMemoryRegions = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglCmdPrepareMemoryRegions");
+ nextTable.CmdPrepareMemoryRegions = fpCmdPrepareMemoryRegions;
+ CmdPrepareImagesType fpCmdPrepareImages = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglCmdPrepareImages");
+ nextTable.CmdPrepareImages = fpCmdPrepareImages;
+ CmdDrawType fpCmdDraw = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglCmdDraw");
+ nextTable.CmdDraw = fpCmdDraw;
+ CmdDrawIndexedType fpCmdDrawIndexed = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglCmdDrawIndexed");
+ nextTable.CmdDrawIndexed = fpCmdDrawIndexed;
+ CmdDrawIndirectType fpCmdDrawIndirect = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglCmdDrawIndirect");
+ nextTable.CmdDrawIndirect = fpCmdDrawIndirect;
+ CmdDrawIndexedIndirectType fpCmdDrawIndexedIndirect = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglCmdDrawIndexedIndirect");
+ nextTable.CmdDrawIndexedIndirect = fpCmdDrawIndexedIndirect;
+ CmdDispatchType fpCmdDispatch = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglCmdDispatch");
+ nextTable.CmdDispatch = fpCmdDispatch;
+ CmdDispatchIndirectType fpCmdDispatchIndirect = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglCmdDispatchIndirect");
+ nextTable.CmdDispatchIndirect = fpCmdDispatchIndirect;
+ CmdCopyMemoryType fpCmdCopyMemory = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglCmdCopyMemory");
+ nextTable.CmdCopyMemory = fpCmdCopyMemory;
+ CmdCopyImageType fpCmdCopyImage = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglCmdCopyImage");
+ nextTable.CmdCopyImage = fpCmdCopyImage;
+ CmdCopyMemoryToImageType fpCmdCopyMemoryToImage = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglCmdCopyMemoryToImage");
+ nextTable.CmdCopyMemoryToImage = fpCmdCopyMemoryToImage;
+ CmdCopyImageToMemoryType fpCmdCopyImageToMemory = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglCmdCopyImageToMemory");
+ nextTable.CmdCopyImageToMemory = fpCmdCopyImageToMemory;
+ CmdCloneImageDataType fpCmdCloneImageData = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglCmdCloneImageData");
+ nextTable.CmdCloneImageData = fpCmdCloneImageData;
+ CmdUpdateMemoryType fpCmdUpdateMemory = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglCmdUpdateMemory");
+ nextTable.CmdUpdateMemory = fpCmdUpdateMemory;
+ CmdFillMemoryType fpCmdFillMemory = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglCmdFillMemory");
+ nextTable.CmdFillMemory = fpCmdFillMemory;
+ CmdClearColorImageType fpCmdClearColorImage = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglCmdClearColorImage");
+ nextTable.CmdClearColorImage = fpCmdClearColorImage;
+ CmdClearColorImageRawType fpCmdClearColorImageRaw = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglCmdClearColorImageRaw");
+ nextTable.CmdClearColorImageRaw = fpCmdClearColorImageRaw;
+ CmdClearDepthStencilType fpCmdClearDepthStencil = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglCmdClearDepthStencil");
+ nextTable.CmdClearDepthStencil = fpCmdClearDepthStencil;
+ CmdResolveImageType fpCmdResolveImage = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglCmdResolveImage");
+ nextTable.CmdResolveImage = fpCmdResolveImage;
+ CmdSetEventType fpCmdSetEvent = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglCmdSetEvent");
+ nextTable.CmdSetEvent = fpCmdSetEvent;
+ CmdResetEventType fpCmdResetEvent = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglCmdResetEvent");
+ nextTable.CmdResetEvent = fpCmdResetEvent;
+ CmdMemoryAtomicType fpCmdMemoryAtomic = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglCmdMemoryAtomic");
+ nextTable.CmdMemoryAtomic = fpCmdMemoryAtomic;
+ CmdBeginQueryType fpCmdBeginQuery = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglCmdBeginQuery");
+ nextTable.CmdBeginQuery = fpCmdBeginQuery;
+ CmdEndQueryType fpCmdEndQuery = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglCmdEndQuery");
+ nextTable.CmdEndQuery = fpCmdEndQuery;
+ CmdResetQueryPoolType fpCmdResetQueryPool = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglCmdResetQueryPool");
+ nextTable.CmdResetQueryPool = fpCmdResetQueryPool;
+ CmdWriteTimestampType fpCmdWriteTimestamp = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglCmdWriteTimestamp");
+ nextTable.CmdWriteTimestamp = fpCmdWriteTimestamp;
+ CmdInitAtomicCountersType fpCmdInitAtomicCounters = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglCmdInitAtomicCounters");
+ nextTable.CmdInitAtomicCounters = fpCmdInitAtomicCounters;
+ CmdLoadAtomicCountersType fpCmdLoadAtomicCounters = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglCmdLoadAtomicCounters");
+ nextTable.CmdLoadAtomicCounters = fpCmdLoadAtomicCounters;
+ CmdSaveAtomicCountersType fpCmdSaveAtomicCounters = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglCmdSaveAtomicCounters");
+ nextTable.CmdSaveAtomicCounters = fpCmdSaveAtomicCounters;
+ DbgSetValidationLevelType fpDbgSetValidationLevel = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglDbgSetValidationLevel");
+ nextTable.DbgSetValidationLevel = fpDbgSetValidationLevel;
+ DbgRegisterMsgCallbackType fpDbgRegisterMsgCallback = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglDbgRegisterMsgCallback");
+ nextTable.DbgRegisterMsgCallback = fpDbgRegisterMsgCallback;
+ DbgUnregisterMsgCallbackType fpDbgUnregisterMsgCallback = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglDbgUnregisterMsgCallback");
+ nextTable.DbgUnregisterMsgCallback = fpDbgUnregisterMsgCallback;
+ DbgSetMessageFilterType fpDbgSetMessageFilter = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglDbgSetMessageFilter");
+ nextTable.DbgSetMessageFilter = fpDbgSetMessageFilter;
+ DbgSetObjectTagType fpDbgSetObjectTag = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglDbgSetObjectTag");
+ nextTable.DbgSetObjectTag = fpDbgSetObjectTag;
+ DbgSetGlobalOptionType fpDbgSetGlobalOption = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglDbgSetGlobalOption");
+ nextTable.DbgSetGlobalOption = fpDbgSetGlobalOption;
+ DbgSetDeviceOptionType fpDbgSetDeviceOption = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglDbgSetDeviceOption");
+ nextTable.DbgSetDeviceOption = fpDbgSetDeviceOption;
+ CmdDbgMarkerBeginType fpCmdDbgMarkerBegin = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglCmdDbgMarkerBegin");
+ nextTable.CmdDbgMarkerBegin = fpCmdDbgMarkerBegin;
+ CmdDbgMarkerEndType fpCmdDbgMarkerEnd = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglCmdDbgMarkerEnd");
+ nextTable.CmdDbgMarkerEnd = fpCmdDbgMarkerEnd;
+ WsiX11AssociateConnectionType fpWsiX11AssociateConnection = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglWsiX11AssociateConnection");
+ nextTable.WsiX11AssociateConnection = fpWsiX11AssociateConnection;
+ WsiX11GetMSCType fpWsiX11GetMSC = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglWsiX11GetMSC");
+ nextTable.WsiX11GetMSC = fpWsiX11GetMSC;
+ WsiX11CreatePresentableImageType fpWsiX11CreatePresentableImage = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglWsiX11CreatePresentableImage");
+ nextTable.WsiX11CreatePresentableImage = fpWsiX11CreatePresentableImage;
+ WsiX11QueuePresentType fpWsiX11QueuePresent = fpNextGPA((XGL_PHYSICAL_GPU) pCurObj->nextObject, (XGL_CHAR *) "xglWsiX11QueuePresent");
+ nextTable.WsiX11QueuePresent = fpWsiX11QueuePresent;
+}
+
+
+XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglGetGpuInfo(XGL_PHYSICAL_GPU gpu, XGL_PHYSICAL_GPU_INFO_TYPE infoType, XGL_SIZE* pDataSize, XGL_VOID* pData)
+{
+ XGL_BASE_LAYER_OBJECT* gpuw = (XGL_BASE_LAYER_OBJECT *) gpu;
+ printf("At start of layered GetGpuInfo\n");
+ pCurObj = gpuw;
+ pthread_once(&tabOnce, initLayerTable);
+ XGL_RESULT result = nextTable.GetGpuInfo((XGL_PHYSICAL_GPU)gpuw->nextObject, infoType, pDataSize, pData);
+ printf("Completed layered GetGpuInfo\n");
+ return result;
+}
+
+XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglCreateDevice(XGL_PHYSICAL_GPU gpu, const XGL_DEVICE_CREATE_INFO* pCreateInfo, XGL_DEVICE* pDevice)
+{
+ XGL_BASE_LAYER_OBJECT* gpuw = (XGL_BASE_LAYER_OBJECT *) gpu;
+ printf("At start of layered CreateDevice\n");
+ pCurObj = gpuw;
+ pthread_once(&tabOnce, initLayerTable);
+ XGL_RESULT result = nextTable.CreateDevice((XGL_PHYSICAL_GPU)gpuw->nextObject, pCreateInfo, pDevice);
+ printf("Completed layered CreateDevice\n");
+ return result;
+}
+
+XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglDestroyDevice(XGL_DEVICE device)
+{
+ XGL_RESULT result = nextTable.DestroyDevice(device);
+ return result;
+}
+
+XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglGetExtensionSupport(XGL_PHYSICAL_GPU gpu, const XGL_CHAR* pExtName)
+{
+ XGL_BASE_LAYER_OBJECT* gpuw = (XGL_BASE_LAYER_OBJECT *) gpu;
+ printf("At start of layered GetExtensionSupport\n");
+ pCurObj = gpuw;
+ pthread_once(&tabOnce, initLayerTable);
+ XGL_RESULT result = nextTable.GetExtensionSupport((XGL_PHYSICAL_GPU)gpuw->nextObject, pExtName);
+ printf("Completed layered GetExtensionSupport\n");
+ return result;
+}
+
+XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglEnumerateLayers(XGL_PHYSICAL_GPU gpu, XGL_SIZE maxLayerCount, XGL_SIZE maxStringSize, XGL_CHAR* const* pOutLayers, XGL_SIZE * pOutLayerCount)
+{
+ XGL_BASE_LAYER_OBJECT* gpuw = (XGL_BASE_LAYER_OBJECT *) gpu;
+ printf("At start of layered EnumerateLayers\n");
+ pCurObj = gpuw;
+ pthread_once(&tabOnce, initLayerTable);
+ XGL_RESULT result = nextTable.EnumerateLayers((XGL_PHYSICAL_GPU)gpuw->nextObject, maxLayerCount, maxStringSize, pOutLayers, pOutLayerCount);
+ printf("Completed layered EnumerateLayers\n");
+ return result;
+}
+
+XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglGetDeviceQueue(XGL_DEVICE device, XGL_QUEUE_TYPE queueType, XGL_UINT queueIndex, XGL_QUEUE* pQueue)
+{
+ XGL_RESULT result = nextTable.GetDeviceQueue(device, queueType, queueIndex, pQueue);
+ return result;
+}
+
+XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglQueueSubmit(XGL_QUEUE queue, XGL_UINT cmdBufferCount, const XGL_CMD_BUFFER* pCmdBuffers, XGL_UINT memRefCount, const XGL_MEMORY_REF* pMemRefs, XGL_FENCE fence)
+{
+ XGL_RESULT result = nextTable.QueueSubmit(queue, cmdBufferCount, pCmdBuffers, memRefCount, pMemRefs, fence);
+ return result;
+}
+
+XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglQueueSetGlobalMemReferences(XGL_QUEUE queue, XGL_UINT memRefCount, const XGL_MEMORY_REF* pMemRefs)
+{
+ XGL_RESULT result = nextTable.QueueSetGlobalMemReferences(queue, memRefCount, pMemRefs);
+ return result;
+}
+
+XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglQueueWaitIdle(XGL_QUEUE queue)
+{
+ XGL_RESULT result = nextTable.QueueWaitIdle(queue);
+ return result;
+}
+
+XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglDeviceWaitIdle(XGL_DEVICE device)
+{
+ XGL_RESULT result = nextTable.DeviceWaitIdle(device);
+ return result;
+}
+
+XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglGetMemoryHeapCount(XGL_DEVICE device, XGL_UINT* pCount)
+{
+ XGL_RESULT result = nextTable.GetMemoryHeapCount(device, pCount);
+ return result;
+}
+
+XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglGetMemoryHeapInfo(XGL_DEVICE device, XGL_UINT heapId, XGL_MEMORY_HEAP_INFO_TYPE infoType, XGL_SIZE* pDataSize, XGL_VOID* pData)
+{
+ XGL_RESULT result = nextTable.GetMemoryHeapInfo(device, heapId, infoType, pDataSize, pData);
+ return result;
+}
+
+XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglAllocMemory(XGL_DEVICE device, const XGL_MEMORY_ALLOC_INFO* pAllocInfo, XGL_GPU_MEMORY* pMem)
+{
+ XGL_RESULT result = nextTable.AllocMemory(device, pAllocInfo, pMem);
+ return result;
+}
+
+XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglFreeMemory(XGL_GPU_MEMORY mem)
+{
+ XGL_RESULT result = nextTable.FreeMemory(mem);
+ return result;
+}
+
+XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglSetMemoryPriority(XGL_GPU_MEMORY mem, XGL_MEMORY_PRIORITY priority)
+{
+ XGL_RESULT result = nextTable.SetMemoryPriority(mem, priority);
+ return result;
+}
+
+XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglMapMemory(XGL_GPU_MEMORY mem, XGL_FLAGS flags, XGL_VOID** ppData)
+{
+ XGL_RESULT result = nextTable.MapMemory(mem, flags, ppData);
+ return result;
+}
+
+XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglUnmapMemory(XGL_GPU_MEMORY mem)
+{
+ XGL_RESULT result = nextTable.UnmapMemory(mem);
+ return result;
+}
+
+XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglPinSystemMemory(XGL_DEVICE device, const XGL_VOID* pSysMem, XGL_SIZE memSize, XGL_GPU_MEMORY* pMem)
+{
+ XGL_RESULT result = nextTable.PinSystemMemory(device, pSysMem, memSize, pMem);
+ return result;
+}
+
+XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglRemapVirtualMemoryPages(XGL_DEVICE device, XGL_UINT rangeCount, const XGL_VIRTUAL_MEMORY_REMAP_RANGE* pRanges, XGL_UINT preWaitSemaphoreCount, const XGL_QUEUE_SEMAPHORE* pPreWaitSemaphores, XGL_UINT postSignalSemaphoreCount, const XGL_QUEUE_SEMAPHORE* pPostSignalSemaphores)
+{
+ XGL_RESULT result = nextTable.RemapVirtualMemoryPages(device, rangeCount, pRanges, preWaitSemaphoreCount, pPreWaitSemaphores, postSignalSemaphoreCount, pPostSignalSemaphores);
+ return result;
+}
+
+XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglGetMultiGpuCompatibility(XGL_PHYSICAL_GPU gpu0, XGL_PHYSICAL_GPU gpu1, XGL_GPU_COMPATIBILITY_INFO* pInfo)
+{
+ XGL_BASE_LAYER_OBJECT* gpuw = (XGL_BASE_LAYER_OBJECT *) gpu0;
+ printf("At start of layered GetMultiGpuCompatibility\n");
+ pCurObj = gpuw;
+ pthread_once(&tabOnce, initLayerTable);
+ XGL_RESULT result = nextTable.GetMultiGpuCompatibility((XGL_PHYSICAL_GPU)gpuw->nextObject, gpu1, pInfo);
+ printf("Completed layered GetMultiGpuCompatibility\n");
+ return result;
+}
+
+XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglOpenSharedMemory(XGL_DEVICE device, const XGL_MEMORY_OPEN_INFO* pOpenInfo, XGL_GPU_MEMORY* pMem)
+{
+ XGL_RESULT result = nextTable.OpenSharedMemory(device, pOpenInfo, pMem);
+ return result;
+}
+
+XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglOpenSharedQueueSemaphore(XGL_DEVICE device, const XGL_QUEUE_SEMAPHORE_OPEN_INFO* pOpenInfo, XGL_QUEUE_SEMAPHORE* pSemaphore)
+{
+ XGL_RESULT result = nextTable.OpenSharedQueueSemaphore(device, pOpenInfo, pSemaphore);
+ return result;
+}
+
+XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglOpenPeerMemory(XGL_DEVICE device, const XGL_PEER_MEMORY_OPEN_INFO* pOpenInfo, XGL_GPU_MEMORY* pMem)
+{
+ XGL_RESULT result = nextTable.OpenPeerMemory(device, pOpenInfo, pMem);
+ return result;
+}
+
+XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglOpenPeerImage(XGL_DEVICE device, const XGL_PEER_IMAGE_OPEN_INFO* pOpenInfo, XGL_IMAGE* pImage, XGL_GPU_MEMORY* pMem)
+{
+ XGL_RESULT result = nextTable.OpenPeerImage(device, pOpenInfo, pImage, pMem);
+ return result;
+}
+
+XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglDestroyObject(XGL_OBJECT object)
+{
+ XGL_RESULT result = nextTable.DestroyObject(object);
+ return result;
+}
+
+XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglGetObjectInfo(XGL_BASE_OBJECT object, XGL_OBJECT_INFO_TYPE infoType, XGL_SIZE* pDataSize, XGL_VOID* pData)
+{
+ XGL_RESULT result = nextTable.GetObjectInfo(object, infoType, pDataSize, pData);
+ return result;
+}
+
+XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglBindObjectMemory(XGL_OBJECT object, XGL_GPU_MEMORY mem, XGL_GPU_SIZE offset)
+{
+ XGL_RESULT result = nextTable.BindObjectMemory(object, mem, offset);
+ return result;
+}
+
+XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglCreateFence(XGL_DEVICE device, const XGL_FENCE_CREATE_INFO* pCreateInfo, XGL_FENCE* pFence)
+{
+ XGL_RESULT result = nextTable.CreateFence(device, pCreateInfo, pFence);
+ return result;
+}
+
+XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglGetFenceStatus(XGL_FENCE fence)
+{
+ XGL_RESULT result = nextTable.GetFenceStatus(fence);
+ return result;
+}
+
+XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglWaitForFences(XGL_DEVICE device, XGL_UINT fenceCount, const XGL_FENCE* pFences, XGL_BOOL waitAll, XGL_UINT64 timeout)
+{
+ XGL_RESULT result = nextTable.WaitForFences(device, fenceCount, pFences, waitAll, timeout);
+ return result;
+}
+
+XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglCreateQueueSemaphore(XGL_DEVICE device, const XGL_QUEUE_SEMAPHORE_CREATE_INFO* pCreateInfo, XGL_QUEUE_SEMAPHORE* pSemaphore)
+{
+ XGL_RESULT result = nextTable.CreateQueueSemaphore(device, pCreateInfo, pSemaphore);
+ return result;
+}
+
+XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglSignalQueueSemaphore(XGL_QUEUE queue, XGL_QUEUE_SEMAPHORE semaphore)
+{
+ XGL_RESULT result = nextTable.SignalQueueSemaphore(queue, semaphore);
+ return result;
+}
+
+XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglWaitQueueSemaphore(XGL_QUEUE queue, XGL_QUEUE_SEMAPHORE semaphore)
+{
+ XGL_RESULT result = nextTable.WaitQueueSemaphore(queue, semaphore);
+ return result;
+}
+
+XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglCreateEvent(XGL_DEVICE device, const XGL_EVENT_CREATE_INFO* pCreateInfo, XGL_EVENT* pEvent)
+{
+ XGL_RESULT result = nextTable.CreateEvent(device, pCreateInfo, pEvent);
+ return result;
+}
+
+XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglGetEventStatus(XGL_EVENT event)
+{
+ XGL_RESULT result = nextTable.GetEventStatus(event);
+ return result;
+}
+
+XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglSetEvent(XGL_EVENT event)
+{
+ XGL_RESULT result = nextTable.SetEvent(event);
+ return result;
+}
+
+XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglResetEvent(XGL_EVENT event)
+{
+ XGL_RESULT result = nextTable.ResetEvent(event);
+ return result;
+}
+
+XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglCreateQueryPool(XGL_DEVICE device, const XGL_QUERY_POOL_CREATE_INFO* pCreateInfo, XGL_QUERY_POOL* pQueryPool)
+{
+ XGL_RESULT result = nextTable.CreateQueryPool(device, pCreateInfo, pQueryPool);
+ return result;
+}
+
+XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglGetQueryPoolResults(XGL_QUERY_POOL queryPool, XGL_UINT startQuery, XGL_UINT queryCount, XGL_SIZE* pDataSize, XGL_VOID* pData)
+{
+ XGL_RESULT result = nextTable.GetQueryPoolResults(queryPool, startQuery, queryCount, pDataSize, pData);
+ return result;
+}
+
+XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglGetFormatInfo(XGL_DEVICE device, XGL_FORMAT format, XGL_FORMAT_INFO_TYPE infoType, XGL_SIZE* pDataSize, XGL_VOID* pData)
+{
+ XGL_RESULT result = nextTable.GetFormatInfo(device, format, infoType, pDataSize, pData);
+ return result;
+}
+
+XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglCreateImage(XGL_DEVICE device, const XGL_IMAGE_CREATE_INFO* pCreateInfo, XGL_IMAGE* pImage)
+{
+ XGL_RESULT result = nextTable.CreateImage(device, pCreateInfo, pImage);
+ return result;
+}
+
+XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglGetImageSubresourceInfo(XGL_IMAGE image, const XGL_IMAGE_SUBRESOURCE* pSubresource, XGL_SUBRESOURCE_INFO_TYPE infoType, XGL_SIZE* pDataSize, XGL_VOID* pData)
+{
+ XGL_RESULT result = nextTable.GetImageSubresourceInfo(image, pSubresource, infoType, pDataSize, pData);
+ return result;
+}
+
+XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglCreateImageView(XGL_DEVICE device, const XGL_IMAGE_VIEW_CREATE_INFO* pCreateInfo, XGL_IMAGE_VIEW* pView)
+{
+ XGL_RESULT result = nextTable.CreateImageView(device, pCreateInfo, pView);
+ return result;
+}
+
+XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglCreateColorAttachmentView(XGL_DEVICE device, const XGL_COLOR_ATTACHMENT_VIEW_CREATE_INFO* pCreateInfo, XGL_COLOR_ATTACHMENT_VIEW* pView)
+{
+ XGL_RESULT result = nextTable.CreateColorAttachmentView(device, pCreateInfo, pView);
+ return result;
+}
+
+XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglCreateDepthStencilView(XGL_DEVICE device, const XGL_DEPTH_STENCIL_VIEW_CREATE_INFO* pCreateInfo, XGL_DEPTH_STENCIL_VIEW* pView)
+{
+ XGL_RESULT result = nextTable.CreateDepthStencilView(device, pCreateInfo, pView);
+ return result;
+}
+
+XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglCreateShader(XGL_DEVICE device, const XGL_SHADER_CREATE_INFO* pCreateInfo, XGL_SHADER* pShader)
+{
+ XGL_RESULT result = nextTable.CreateShader(device, pCreateInfo, pShader);
+ return result;
+}
+
+XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglCreateGraphicsPipeline(XGL_DEVICE device, const XGL_GRAPHICS_PIPELINE_CREATE_INFO* pCreateInfo, XGL_PIPELINE* pPipeline)
+{
+ XGL_RESULT result = nextTable.CreateGraphicsPipeline(device, pCreateInfo, pPipeline);
+ // Create LL HEAD for this Pipeline
+ printf("INFO: Created Gfx Pipelines %p\n", (void*)*pPipeline);
+ PIPELINE_NODE *pTrav = pPipelineHead;
+ if (pTrav) {
+ while (pTrav->pNext)
+ pTrav = pTrav->pNext;
+ pTrav->pNext = (PIPELINE_NODE*)malloc(sizeof(PIPELINE_NODE));
+ pTrav = pTrav->pNext;
+ }
+ else {
+ pTrav = (PIPELINE_NODE*)malloc(sizeof(PIPELINE_NODE));
+ pPipelineHead = pTrav;
+ }
+ memset((void*)pTrav, 0, sizeof(PIPELINE_NODE));
+ pTrav->pipeline = *pPipeline;
+ initPipeline(pTrav, pCreateInfo);
+ return result;
+}
+
+XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglCreateComputePipeline(XGL_DEVICE device, const XGL_COMPUTE_PIPELINE_CREATE_INFO* pCreateInfo, XGL_PIPELINE* pPipeline)
+{
+ XGL_RESULT result = nextTable.CreateComputePipeline(device, pCreateInfo, pPipeline);
+ return result;
+}
+
+XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglStorePipeline(XGL_PIPELINE pipeline, XGL_SIZE* pDataSize, XGL_VOID* pData)
+{
+ XGL_RESULT result = nextTable.StorePipeline(pipeline, pDataSize, pData);
+ return result;
+}
+
+XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglLoadPipeline(XGL_DEVICE device, XGL_SIZE dataSize, const XGL_VOID* pData, XGL_PIPELINE* pPipeline)
+{
+ XGL_RESULT result = nextTable.LoadPipeline(device, dataSize, pData, pPipeline);
+ return result;
+}
+
+XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglCreatePipelineDelta(XGL_DEVICE device, XGL_PIPELINE p1, XGL_PIPELINE p2, XGL_PIPELINE_DELTA* delta)
+{
+ XGL_RESULT result = nextTable.CreatePipelineDelta(device, p1, p2, delta);
+ return result;
+}
+
+XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglCreateSampler(XGL_DEVICE device, const XGL_SAMPLER_CREATE_INFO* pCreateInfo, XGL_SAMPLER* pSampler)
+{
+ XGL_RESULT result = nextTable.CreateSampler(device, pCreateInfo, pSampler);
+ return result;
+}
+
+XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglCreateDescriptorSet(XGL_DEVICE device, const XGL_DESCRIPTOR_SET_CREATE_INFO* pCreateInfo, XGL_DESCRIPTOR_SET* pDescriptorSet)
+{
+ XGL_RESULT result = nextTable.CreateDescriptorSet(device, pCreateInfo, pDescriptorSet);
+ // Create LL chain
+ DS_LL_HEAD *pTrav = pDSHead;
+ if (pTrav) {
+ // Grow existing list
+ while (pTrav->pNextDS)
+ pTrav = pTrav->pNextDS;
+ pTrav->pNextDS = (DS_LL_HEAD*)malloc(sizeof(DS_LL_HEAD));
+ pTrav = pTrav->pNextDS;
+ }
+ else { // Create new list
+ pTrav = (DS_LL_HEAD*)malloc(sizeof(DS_LL_HEAD));
+ pDSHead = pTrav;
+ }
+ pTrav->dsSlot = (DS_SLOT*)malloc(sizeof(DS_SLOT) * pCreateInfo->slots);
+ pTrav->dsID = *pDescriptorSet;
+ pTrav->numSlots = pCreateInfo->slots;
+ pTrav->pNextDS = NULL;
+ pTrav->updateActive = XGL_FALSE;
+ initDS(pTrav);
+ return result;
+}
+
+XGL_LAYER_EXPORT XGL_VOID XGLAPI xglBeginDescriptorSetUpdate(XGL_DESCRIPTOR_SET descriptorSet)
+{
+ if (!getDS(descriptorSet)) {
+ // TODO : This is where we should flag a REAL error
+ printf("DS ERROR : Specified Descriptor Set %p does not exist!\n", (void*)descriptorSet);
+ }
+ nextTable.BeginDescriptorSetUpdate(descriptorSet);
+}
+
+XGL_LAYER_EXPORT XGL_VOID XGLAPI xglEndDescriptorSetUpdate(XGL_DESCRIPTOR_SET descriptorSet)
+{
+ if (!dsUpdate(descriptorSet)) {
+ // TODO : This is where we should flag a REAL error
+ printf("DS ERROR : You must call xglBeginDescriptorSetUpdate(%p) before this call to xglEndDescriptorSetUpdate()!\n", (void*)descriptorSet);
+ }
+ nextTable.EndDescriptorSetUpdate(descriptorSet);
+}
+
+XGL_LAYER_EXPORT XGL_VOID XGLAPI xglAttachSamplerDescriptors(XGL_DESCRIPTOR_SET descriptorSet, XGL_UINT startSlot, XGL_UINT slotCount, const XGL_SAMPLER* pSamplers)
+{
+ if (!dsUpdate(descriptorSet)) {
+ // TODO : This is where we should flag a REAL error
+ printf("DS ERROR : You must call xglBeginDescriptorSetUpdate(%p) before this call to xglAttachSamplerDescriptors()!\n", (void*)descriptorSet);
+ }
+ else {
+ if (!dsSamplerMapping(descriptorSet, startSlot, slotCount, pSamplers))
+ printf("DS ERROR : Unable to attach sampler descriptors to DS %p!\n", (void*)descriptorSet);
+ }
+ nextTable.AttachSamplerDescriptors(descriptorSet, startSlot, slotCount, pSamplers);
+}
+
+XGL_LAYER_EXPORT XGL_VOID XGLAPI xglAttachImageViewDescriptors(XGL_DESCRIPTOR_SET descriptorSet, XGL_UINT startSlot, XGL_UINT slotCount, const XGL_IMAGE_VIEW_ATTACH_INFO* pImageViews)
+{
+ if (!dsUpdate(descriptorSet)) {
+ // TODO : This is where we should flag a REAL error
+ printf("DS ERROR : You must call xglBeginDescriptorSetUpdate(%p) before this call to xglAttachSamplerDescriptors()!\n", (void*)descriptorSet);
+ }
+ else {
+ if (!dsImageMapping(descriptorSet, startSlot, slotCount, pImageViews))
+ printf("DS ERROR : Unable to attach image view descriptors to DS %p!\n", (void*)descriptorSet);
+ }
+ nextTable.AttachImageViewDescriptors(descriptorSet, startSlot, slotCount, pImageViews);
+}
+
+XGL_LAYER_EXPORT XGL_VOID XGLAPI xglAttachMemoryViewDescriptors(XGL_DESCRIPTOR_SET descriptorSet, XGL_UINT startSlot, XGL_UINT slotCount, const XGL_MEMORY_VIEW_ATTACH_INFO* pMemViews)
+{
+ if (!dsUpdate(descriptorSet)) {
+ // TODO : This is where we should flag a REAL error
+ printf("DS ERROR : You must call xglBeginDescriptorSetUpdate(%p) before this call to xglAttachSamplerDescriptors()!\n", (void*)descriptorSet);
+ }
+ else {
+ if (!dsMemMapping(descriptorSet, startSlot, slotCount, pMemViews))
+ printf("DS ERROR : Unable to attach memory view descriptors to DS %p!\n", (void*)descriptorSet);
+ }
+ nextTable.AttachMemoryViewDescriptors(descriptorSet, startSlot, slotCount, pMemViews);
+}
+
+XGL_LAYER_EXPORT XGL_VOID XGLAPI xglAttachNestedDescriptors(XGL_DESCRIPTOR_SET descriptorSet, XGL_UINT startSlot, XGL_UINT slotCount, const XGL_DESCRIPTOR_SET_ATTACH_INFO* pNestedDescriptorSets)
+{
+ if (!dsUpdate(descriptorSet)) {
+ // TODO : This is where we should flag a REAL error
+ printf("DS ERROR : You must call xglBeginDescriptorSetUpdate(%p) before this call to xglAttachSamplerDescriptors()!\n", (void*)descriptorSet);
+ }
+ nextTable.AttachNestedDescriptors(descriptorSet, startSlot, slotCount, pNestedDescriptorSets);
+}
+
+// TODO : Does xglBeginDescriptorSetUpdate() have to be called before this function?
+XGL_LAYER_EXPORT XGL_VOID XGLAPI xglClearDescriptorSetSlots(XGL_DESCRIPTOR_SET descriptorSet, XGL_UINT startSlot, XGL_UINT slotCount)
+{
+ if (!dsUpdate(descriptorSet)) {
+ // TODO : This is where we should flag a REAL error
+ printf("DS ERROR : You must call xglBeginDescriptorSetUpdate(%p) before this call to xglClearDescriptorSetSlots()!\n", (void*)descriptorSet);
+ }
+ if (!clearDS(descriptorSet, startSlot, slotCount)) {
+ // TODO : This is where we should flag a REAL error
+ printf("DS ERROR : Unable to perform xglClearDescriptorSetSlots(%p, %u, %u) call!\n", descriptorSet, startSlot, slotCount);
+ }
+ nextTable.ClearDescriptorSetSlots(descriptorSet, startSlot, slotCount);
+}
+
+XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglCreateViewportState(XGL_DEVICE device, const XGL_VIEWPORT_STATE_CREATE_INFO* pCreateInfo, XGL_VIEWPORT_STATE_OBJECT* pState)
+{
+ XGL_RESULT result = nextTable.CreateViewportState(device, pCreateInfo, pState);
+ return result;
+}
+
+XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglCreateRasterState(XGL_DEVICE device, const XGL_RASTER_STATE_CREATE_INFO* pCreateInfo, XGL_RASTER_STATE_OBJECT* pState)
+{
+ XGL_RESULT result = nextTable.CreateRasterState(device, pCreateInfo, pState);
+ return result;
+}
+
+XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglCreateMsaaState(XGL_DEVICE device, const XGL_MSAA_STATE_CREATE_INFO* pCreateInfo, XGL_MSAA_STATE_OBJECT* pState)
+{
+ XGL_RESULT result = nextTable.CreateMsaaState(device, pCreateInfo, pState);
+ return result;
+}
+
+XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglCreateColorBlendState(XGL_DEVICE device, const XGL_COLOR_BLEND_STATE_CREATE_INFO* pCreateInfo, XGL_COLOR_BLEND_STATE_OBJECT* pState)
+{
+ XGL_RESULT result = nextTable.CreateColorBlendState(device, pCreateInfo, pState);
+ return result;
+}
+
+XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglCreateDepthStencilState(XGL_DEVICE device, const XGL_DEPTH_STENCIL_STATE_CREATE_INFO* pCreateInfo, XGL_DEPTH_STENCIL_STATE_OBJECT* pState)
+{
+ XGL_RESULT result = nextTable.CreateDepthStencilState(device, pCreateInfo, pState);
+ return result;
+}
+
+XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglCreateCommandBuffer(XGL_DEVICE device, const XGL_CMD_BUFFER_CREATE_INFO* pCreateInfo, XGL_CMD_BUFFER* pCmdBuffer)
+{
+ XGL_RESULT result = nextTable.CreateCommandBuffer(device, pCreateInfo, pCmdBuffer);
+ return result;
+}
+
+XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglBeginCommandBuffer(XGL_CMD_BUFFER cmdBuffer, XGL_FLAGS flags)
+{
+ XGL_RESULT result = nextTable.BeginCommandBuffer(cmdBuffer, flags);
+ return result;
+}
+
+XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglEndCommandBuffer(XGL_CMD_BUFFER cmdBuffer)
+{
+ XGL_RESULT result = nextTable.EndCommandBuffer(cmdBuffer);
+ return result;
+}
+
+XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglResetCommandBuffer(XGL_CMD_BUFFER cmdBuffer)
+{
+ XGL_RESULT result = nextTable.ResetCommandBuffer(cmdBuffer);
+ return result;
+}
+
+XGL_LAYER_EXPORT XGL_VOID XGLAPI xglCmdBindPipeline(XGL_CMD_BUFFER cmdBuffer, XGL_PIPELINE_BIND_POINT pipelineBindPoint, XGL_PIPELINE pipeline)
+{
+ if (getPipeline(pipeline)) {
+ lastBoundPipeline = pipeline;
+ }
+ else {
+ printf("DS ERROR : Attempt to bind Pipeline %p that doesn't exist!\n", (void*)pipeline);
+ }
+ nextTable.CmdBindPipeline(cmdBuffer, pipelineBindPoint, pipeline);
+}
+
+XGL_LAYER_EXPORT XGL_VOID XGLAPI xglCmdBindPipelineDelta(XGL_CMD_BUFFER cmdBuffer, XGL_PIPELINE_BIND_POINT pipelineBindPoint, XGL_PIPELINE_DELTA delta)
+{
+ nextTable.CmdBindPipelineDelta(cmdBuffer, pipelineBindPoint, delta);
+}
+
+XGL_LAYER_EXPORT XGL_VOID XGLAPI xglCmdBindStateObject(XGL_CMD_BUFFER cmdBuffer, XGL_STATE_BIND_POINT stateBindPoint, XGL_STATE_OBJECT state)
+{
+ nextTable.CmdBindStateObject(cmdBuffer, stateBindPoint, state);
+}
+
+XGL_LAYER_EXPORT XGL_VOID XGLAPI xglCmdBindDescriptorSet(XGL_CMD_BUFFER cmdBuffer, XGL_PIPELINE_BIND_POINT pipelineBindPoint, XGL_UINT index, XGL_DESCRIPTOR_SET descriptorSet, XGL_UINT slotOffset)
+{
+ if (getDS(descriptorSet)) {
+ // TODO : Validate index
+ lastBoundDS[index] = descriptorSet;
+ }
+ else {
+ printf("DS ERROR : Attempt to bind DS %p that doesn't exist!\n", (void*)descriptorSet);
+ }
+ nextTable.CmdBindDescriptorSet(cmdBuffer, pipelineBindPoint, index, descriptorSet, slotOffset);
+}
+
+XGL_LAYER_EXPORT XGL_VOID XGLAPI xglCmdBindDynamicMemoryView(XGL_CMD_BUFFER cmdBuffer, XGL_PIPELINE_BIND_POINT pipelineBindPoint, const XGL_MEMORY_VIEW_ATTACH_INFO* pMemView)
+{
+ nextTable.CmdBindDynamicMemoryView(cmdBuffer, pipelineBindPoint, pMemView);
+}
+
+XGL_LAYER_EXPORT XGL_VOID XGLAPI xglCmdBindIndexData(XGL_CMD_BUFFER cmdBuffer, XGL_GPU_MEMORY mem, XGL_GPU_SIZE offset, XGL_INDEX_TYPE indexType)
+{
+ nextTable.CmdBindIndexData(cmdBuffer, mem, offset, indexType);
+}
+
+XGL_LAYER_EXPORT XGL_VOID XGLAPI xglCmdBindAttachments(XGL_CMD_BUFFER cmdBuffer, XGL_UINT colorAttachmentCount, const XGL_COLOR_ATTACHMENT_BIND_INFO* pColorAttachments, const XGL_DEPTH_STENCIL_BIND_INFO* pDepthStencilAttachment)
+{
+ nextTable.CmdBindAttachments(cmdBuffer, colorAttachmentCount, pColorAttachments, pDepthStencilAttachment);
+}
+
+XGL_LAYER_EXPORT XGL_VOID XGLAPI xglCmdPrepareMemoryRegions(XGL_CMD_BUFFER cmdBuffer, XGL_UINT transitionCount, const XGL_MEMORY_STATE_TRANSITION* pStateTransitions)
+{
+ nextTable.CmdPrepareMemoryRegions(cmdBuffer, transitionCount, pStateTransitions);
+}
+
+XGL_LAYER_EXPORT XGL_VOID XGLAPI xglCmdPrepareImages(XGL_CMD_BUFFER cmdBuffer, XGL_UINT transitionCount, const XGL_IMAGE_STATE_TRANSITION* pStateTransitions)
+{
+ nextTable.CmdPrepareImages(cmdBuffer, transitionCount, pStateTransitions);
+}
+
+XGL_LAYER_EXPORT XGL_VOID XGLAPI xglCmdDraw(XGL_CMD_BUFFER cmdBuffer, XGL_UINT firstVertex, XGL_UINT vertexCount, XGL_UINT firstInstance, XGL_UINT instanceCount)
+{
+ synchAndPrintDSConfig();
+ nextTable.CmdDraw(cmdBuffer, firstVertex, vertexCount, firstInstance, instanceCount);
+}
+
+XGL_LAYER_EXPORT XGL_VOID XGLAPI xglCmdDrawIndexed(XGL_CMD_BUFFER cmdBuffer, XGL_UINT firstIndex, XGL_UINT indexCount, XGL_INT vertexOffset, XGL_UINT firstInstance, XGL_UINT instanceCount)
+{
+ nextTable.CmdDrawIndexed(cmdBuffer, firstIndex, indexCount, vertexOffset, firstInstance, instanceCount);
+}
+
+XGL_LAYER_EXPORT XGL_VOID XGLAPI xglCmdDrawIndirect(XGL_CMD_BUFFER cmdBuffer, XGL_GPU_MEMORY mem, XGL_GPU_SIZE offset, XGL_UINT32 count, XGL_UINT32 stride)
+{
+ nextTable.CmdDrawIndirect(cmdBuffer, mem, offset, count, stride);
+}
+
+XGL_LAYER_EXPORT XGL_VOID XGLAPI xglCmdDrawIndexedIndirect(XGL_CMD_BUFFER cmdBuffer, XGL_GPU_MEMORY mem, XGL_GPU_SIZE offset, XGL_UINT32 count, XGL_UINT32 stride)
+{
+ nextTable.CmdDrawIndexedIndirect(cmdBuffer, mem, offset, count, stride);
+}
+
+XGL_LAYER_EXPORT XGL_VOID XGLAPI xglCmdDispatch(XGL_CMD_BUFFER cmdBuffer, XGL_UINT x, XGL_UINT y, XGL_UINT z)
+{
+ nextTable.CmdDispatch(cmdBuffer, x, y, z);
+}
+
+XGL_LAYER_EXPORT XGL_VOID XGLAPI xglCmdDispatchIndirect(XGL_CMD_BUFFER cmdBuffer, XGL_GPU_MEMORY mem, XGL_GPU_SIZE offset)
+{
+ nextTable.CmdDispatchIndirect(cmdBuffer, mem, offset);
+}
+
+XGL_LAYER_EXPORT XGL_VOID XGLAPI xglCmdCopyMemory(XGL_CMD_BUFFER cmdBuffer, XGL_GPU_MEMORY srcMem, XGL_GPU_MEMORY destMem, XGL_UINT regionCount, const XGL_MEMORY_COPY* pRegions)
+{
+ nextTable.CmdCopyMemory(cmdBuffer, srcMem, destMem, regionCount, pRegions);
+}
+
+XGL_LAYER_EXPORT XGL_VOID XGLAPI xglCmdCopyImage(XGL_CMD_BUFFER cmdBuffer, XGL_IMAGE srcImage, XGL_IMAGE destImage, XGL_UINT regionCount, const XGL_IMAGE_COPY* pRegions)
+{
+ nextTable.CmdCopyImage(cmdBuffer, srcImage, destImage, regionCount, pRegions);
+}
+
+XGL_LAYER_EXPORT XGL_VOID XGLAPI xglCmdCopyMemoryToImage(XGL_CMD_BUFFER cmdBuffer, XGL_GPU_MEMORY srcMem, XGL_IMAGE destImage, XGL_UINT regionCount, const XGL_MEMORY_IMAGE_COPY* pRegions)
+{
+ nextTable.CmdCopyMemoryToImage(cmdBuffer, srcMem, destImage, regionCount, pRegions);
+}
+
+XGL_LAYER_EXPORT XGL_VOID XGLAPI xglCmdCopyImageToMemory(XGL_CMD_BUFFER cmdBuffer, XGL_IMAGE srcImage, XGL_GPU_MEMORY destMem, XGL_UINT regionCount, const XGL_MEMORY_IMAGE_COPY* pRegions)
+{
+ nextTable.CmdCopyImageToMemory(cmdBuffer, srcImage, destMem, regionCount, pRegions);
+}
+
+XGL_LAYER_EXPORT XGL_VOID XGLAPI xglCmdCloneImageData(XGL_CMD_BUFFER cmdBuffer, XGL_IMAGE srcImage, XGL_IMAGE_STATE srcImageState, XGL_IMAGE destImage, XGL_IMAGE_STATE destImageState)
+{
+ nextTable.CmdCloneImageData(cmdBuffer, srcImage, srcImageState, destImage, destImageState);
+}
+
+XGL_LAYER_EXPORT XGL_VOID XGLAPI xglCmdUpdateMemory(XGL_CMD_BUFFER cmdBuffer, XGL_GPU_MEMORY destMem, XGL_GPU_SIZE destOffset, XGL_GPU_SIZE dataSize, const XGL_UINT32* pData)
+{
+ nextTable.CmdUpdateMemory(cmdBuffer, destMem, destOffset, dataSize, pData);
+}
+
+XGL_LAYER_EXPORT XGL_VOID XGLAPI xglCmdFillMemory(XGL_CMD_BUFFER cmdBuffer, XGL_GPU_MEMORY destMem, XGL_GPU_SIZE destOffset, XGL_GPU_SIZE fillSize, XGL_UINT32 data)
+{
+ nextTable.CmdFillMemory(cmdBuffer, destMem, destOffset, fillSize, data);
+}
+
+XGL_LAYER_EXPORT XGL_VOID XGLAPI xglCmdClearColorImage(XGL_CMD_BUFFER cmdBuffer, XGL_IMAGE image, const XGL_FLOAT color[4], XGL_UINT rangeCount, const XGL_IMAGE_SUBRESOURCE_RANGE* pRanges)
+{
+ nextTable.CmdClearColorImage(cmdBuffer, image, color, rangeCount, pRanges);
+}
+
+XGL_LAYER_EXPORT XGL_VOID XGLAPI xglCmdClearColorImageRaw(XGL_CMD_BUFFER cmdBuffer, XGL_IMAGE image, const XGL_UINT32 color[4], XGL_UINT rangeCount, const XGL_IMAGE_SUBRESOURCE_RANGE* pRanges)
+{
+ nextTable.CmdClearColorImageRaw(cmdBuffer, image, color, rangeCount, pRanges);
+}
+
+XGL_LAYER_EXPORT XGL_VOID XGLAPI xglCmdClearDepthStencil(XGL_CMD_BUFFER cmdBuffer, XGL_IMAGE image, XGL_FLOAT depth, XGL_UINT32 stencil, XGL_UINT rangeCount, const XGL_IMAGE_SUBRESOURCE_RANGE* pRanges)
+{
+ nextTable.CmdClearDepthStencil(cmdBuffer, image, depth, stencil, rangeCount, pRanges);
+}
+
+XGL_LAYER_EXPORT XGL_VOID XGLAPI xglCmdResolveImage(XGL_CMD_BUFFER cmdBuffer, XGL_IMAGE srcImage, XGL_IMAGE destImage, XGL_UINT rectCount, const XGL_IMAGE_RESOLVE* pRects)
+{
+ nextTable.CmdResolveImage(cmdBuffer, srcImage, destImage, rectCount, pRects);
+}
+
+XGL_LAYER_EXPORT XGL_VOID XGLAPI xglCmdSetEvent(XGL_CMD_BUFFER cmdBuffer, XGL_EVENT event)
+{
+ nextTable.CmdSetEvent(cmdBuffer, event);
+}
+
+XGL_LAYER_EXPORT XGL_VOID XGLAPI xglCmdResetEvent(XGL_CMD_BUFFER cmdBuffer, XGL_EVENT event)
+{
+ nextTable.CmdResetEvent(cmdBuffer, event);
+}
+
+XGL_LAYER_EXPORT XGL_VOID XGLAPI xglCmdMemoryAtomic(XGL_CMD_BUFFER cmdBuffer, XGL_GPU_MEMORY destMem, XGL_GPU_SIZE destOffset, XGL_UINT64 srcData, XGL_ATOMIC_OP atomicOp)
+{
+ nextTable.CmdMemoryAtomic(cmdBuffer, destMem, destOffset, srcData, atomicOp);
+}
+
+XGL_LAYER_EXPORT XGL_VOID XGLAPI xglCmdBeginQuery(XGL_CMD_BUFFER cmdBuffer, XGL_QUERY_POOL queryPool, XGL_UINT slot, XGL_FLAGS flags)
+{
+ nextTable.CmdBeginQuery(cmdBuffer, queryPool, slot, flags);
+}
+
+XGL_LAYER_EXPORT XGL_VOID XGLAPI xglCmdEndQuery(XGL_CMD_BUFFER cmdBuffer, XGL_QUERY_POOL queryPool, XGL_UINT slot)
+{
+ nextTable.CmdEndQuery(cmdBuffer, queryPool, slot);
+}
+
+XGL_LAYER_EXPORT XGL_VOID XGLAPI xglCmdResetQueryPool(XGL_CMD_BUFFER cmdBuffer, XGL_QUERY_POOL queryPool, XGL_UINT startQuery, XGL_UINT queryCount)
+{
+ nextTable.CmdResetQueryPool(cmdBuffer, queryPool, startQuery, queryCount);
+}
+
+XGL_LAYER_EXPORT XGL_VOID XGLAPI xglCmdWriteTimestamp(XGL_CMD_BUFFER cmdBuffer, XGL_TIMESTAMP_TYPE timestampType, XGL_GPU_MEMORY destMem, XGL_GPU_SIZE destOffset)
+{
+ nextTable.CmdWriteTimestamp(cmdBuffer, timestampType, destMem, destOffset);
+}
+
+XGL_LAYER_EXPORT XGL_VOID XGLAPI xglCmdInitAtomicCounters(XGL_CMD_BUFFER cmdBuffer, XGL_PIPELINE_BIND_POINT pipelineBindPoint, XGL_UINT startCounter, XGL_UINT counterCount, const XGL_UINT32* pData)
+{
+ nextTable.CmdInitAtomicCounters(cmdBuffer, pipelineBindPoint, startCounter, counterCount, pData);
+}
+
+XGL_LAYER_EXPORT XGL_VOID XGLAPI xglCmdLoadAtomicCounters(XGL_CMD_BUFFER cmdBuffer, XGL_PIPELINE_BIND_POINT pipelineBindPoint, XGL_UINT startCounter, XGL_UINT counterCount, XGL_GPU_MEMORY srcMem, XGL_GPU_SIZE srcOffset)
+{
+ nextTable.CmdLoadAtomicCounters(cmdBuffer, pipelineBindPoint, startCounter, counterCount, srcMem, srcOffset);
+}
+
+XGL_LAYER_EXPORT XGL_VOID XGLAPI xglCmdSaveAtomicCounters(XGL_CMD_BUFFER cmdBuffer, XGL_PIPELINE_BIND_POINT pipelineBindPoint, XGL_UINT startCounter, XGL_UINT counterCount, XGL_GPU_MEMORY destMem, XGL_GPU_SIZE destOffset)
+{
+ nextTable.CmdSaveAtomicCounters(cmdBuffer, pipelineBindPoint, startCounter, counterCount, destMem, destOffset);
+}
+
+XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglDbgSetValidationLevel(XGL_DEVICE device, XGL_VALIDATION_LEVEL validationLevel)
+{
+ XGL_RESULT result = nextTable.DbgSetValidationLevel(device, validationLevel);
+ return result;
+}
+
+XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglDbgRegisterMsgCallback(XGL_DBG_MSG_CALLBACK_FUNCTION pfnMsgCallback, XGL_VOID* pUserData)
+{
+ XGL_RESULT result = nextTable.DbgRegisterMsgCallback(pfnMsgCallback, pUserData);
+ return result;
+}
+
+XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglDbgUnregisterMsgCallback(XGL_DBG_MSG_CALLBACK_FUNCTION pfnMsgCallback)
+{
+ XGL_RESULT result = nextTable.DbgUnregisterMsgCallback(pfnMsgCallback);
+ return result;
+}
+
+XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglDbgSetMessageFilter(XGL_DEVICE device, XGL_INT msgCode, XGL_DBG_MSG_FILTER filter)
+{
+ XGL_RESULT result = nextTable.DbgSetMessageFilter(device, msgCode, filter);
+ return result;
+}
+
+XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglDbgSetObjectTag(XGL_BASE_OBJECT object, XGL_SIZE tagSize, const XGL_VOID* pTag)
+{
+ XGL_RESULT result = nextTable.DbgSetObjectTag(object, tagSize, pTag);
+ return result;
+}
+
+XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglDbgSetGlobalOption(XGL_DBG_GLOBAL_OPTION dbgOption, XGL_SIZE dataSize, const XGL_VOID* pData)
+{
+ XGL_RESULT result = nextTable.DbgSetGlobalOption(dbgOption, dataSize, pData);
+ return result;
+}
+
+XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglDbgSetDeviceOption(XGL_DEVICE device, XGL_DBG_DEVICE_OPTION dbgOption, XGL_SIZE dataSize, const XGL_VOID* pData)
+{
+ XGL_RESULT result = nextTable.DbgSetDeviceOption(device, dbgOption, dataSize, pData);
+ return result;
+}
+
+XGL_LAYER_EXPORT XGL_VOID XGLAPI xglCmdDbgMarkerBegin(XGL_CMD_BUFFER cmdBuffer, const XGL_CHAR* pMarker)
+{
+ nextTable.CmdDbgMarkerBegin(cmdBuffer, pMarker);
+}
+
+XGL_LAYER_EXPORT XGL_VOID XGLAPI xglCmdDbgMarkerEnd(XGL_CMD_BUFFER cmdBuffer)
+{
+ nextTable.CmdDbgMarkerEnd(cmdBuffer);
+}
+
+XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglWsiX11AssociateConnection(XGL_PHYSICAL_GPU gpu, const XGL_WSI_X11_CONNECTION_INFO* pConnectionInfo)
+{
+ XGL_BASE_LAYER_OBJECT* gpuw = (XGL_BASE_LAYER_OBJECT *) gpu;
+ printf("At start of layered WsiX11AssociateConnection\n");
+ pCurObj = gpuw;
+ pthread_once(&tabOnce, initLayerTable);
+ XGL_RESULT result = nextTable.WsiX11AssociateConnection((XGL_PHYSICAL_GPU)gpuw->nextObject, pConnectionInfo);
+ printf("Completed layered WsiX11AssociateConnection\n");
+ return result;
+}
+
+XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglWsiX11GetMSC(XGL_DEVICE device, xcb_randr_crtc_t crtc, XGL_UINT64* pMsc)
+{
+ XGL_RESULT result = nextTable.WsiX11GetMSC(device, crtc, pMsc);
+ return result;
+}
+
+XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglWsiX11CreatePresentableImage(XGL_DEVICE device, const XGL_WSI_X11_PRESENTABLE_IMAGE_CREATE_INFO* pCreateInfo, XGL_IMAGE* pImage, XGL_GPU_MEMORY* pMem)
+{
+ XGL_RESULT result = nextTable.WsiX11CreatePresentableImage(device, pCreateInfo, pImage, pMem);
+ return result;
+}
+
+XGL_LAYER_EXPORT XGL_RESULT XGLAPI xglWsiX11QueuePresent(XGL_QUEUE queue, const XGL_WSI_X11_PRESENT_INFO* pPresentInfo, XGL_FENCE fence)
+{
+ XGL_RESULT result = nextTable.WsiX11QueuePresent(queue, pPresentInfo, fence);
+ return result;
+}
+
+XGL_LAYER_EXPORT XGL_VOID* XGLAPI xglGetProcAddr(XGL_PHYSICAL_GPU gpu, const XGL_CHAR* funcName)
+{
+ XGL_BASE_LAYER_OBJECT* gpuw = (XGL_BASE_LAYER_OBJECT *) gpu;
+ if (gpu == NULL)
+ return NULL;
+ pCurObj = gpuw;
+ pthread_once(&tabOnce, initLayerTable);
+
+ if (!strncmp("xglGetProcAddr", (const char *) funcName, sizeof("xglGetProcAddr")))
+ return xglGetProcAddr;
+ else if (!strncmp("xglInitAndEnumerateGpus", (const char *) funcName, sizeof("xglInitAndEnumerateGpus")))
+ return nextTable.InitAndEnumerateGpus;
+ else if (!strncmp("xglGetGpuInfo", (const char *) funcName, sizeof("xglGetGpuInfo")))
+ return xglGetGpuInfo;
+ else if (!strncmp("xglCreateDevice", (const char *) funcName, sizeof("xglCreateDevice")))
+ return xglCreateDevice;
+ else if (!strncmp("xglDestroyDevice", (const char *) funcName, sizeof("xglDestroyDevice")))
+ return xglDestroyDevice;
+ else if (!strncmp("xglGetExtensionSupport", (const char *) funcName, sizeof("xglGetExtensionSupport")))
+ return xglGetExtensionSupport;
+ else if (!strncmp("xglEnumerateLayers", (const char *) funcName, sizeof("xglEnumerateLayers")))
+ return xglEnumerateLayers;
+ else if (!strncmp("xglGetDeviceQueue", (const char *) funcName, sizeof("xglGetDeviceQueue")))
+ return xglGetDeviceQueue;
+ else if (!strncmp("xglQueueSubmit", (const char *) funcName, sizeof("xglQueueSubmit")))
+ return xglQueueSubmit;
+ else if (!strncmp("xglQueueSetGlobalMemReferences", (const char *) funcName, sizeof("xglQueueSetGlobalMemReferences")))
+ return xglQueueSetGlobalMemReferences;
+ else if (!strncmp("xglQueueWaitIdle", (const char *) funcName, sizeof("xglQueueWaitIdle")))
+ return xglQueueWaitIdle;
+ else if (!strncmp("xglDeviceWaitIdle", (const char *) funcName, sizeof("xglDeviceWaitIdle")))
+ return xglDeviceWaitIdle;
+ else if (!strncmp("xglGetMemoryHeapCount", (const char *) funcName, sizeof("xglGetMemoryHeapCount")))
+ return xglGetMemoryHeapCount;
+ else if (!strncmp("xglGetMemoryHeapInfo", (const char *) funcName, sizeof("xglGetMemoryHeapInfo")))
+ return xglGetMemoryHeapInfo;
+ else if (!strncmp("xglAllocMemory", (const char *) funcName, sizeof("xglAllocMemory")))
+ return xglAllocMemory;
+ else if (!strncmp("xglFreeMemory", (const char *) funcName, sizeof("xglFreeMemory")))
+ return xglFreeMemory;
+ else if (!strncmp("xglSetMemoryPriority", (const char *) funcName, sizeof("xglSetMemoryPriority")))
+ return xglSetMemoryPriority;
+ else if (!strncmp("xglMapMemory", (const char *) funcName, sizeof("xglMapMemory")))
+ return xglMapMemory;
+ else if (!strncmp("xglUnmapMemory", (const char *) funcName, sizeof("xglUnmapMemory")))
+ return xglUnmapMemory;
+ else if (!strncmp("xglPinSystemMemory", (const char *) funcName, sizeof("xglPinSystemMemory")))
+ return xglPinSystemMemory;
+ else if (!strncmp("xglRemapVirtualMemoryPages", (const char *) funcName, sizeof("xglRemapVirtualMemoryPages")))
+ return xglRemapVirtualMemoryPages;
+ else if (!strncmp("xglGetMultiGpuCompatibility", (const char *) funcName, sizeof("xglGetMultiGpuCompatibility")))
+ return xglGetMultiGpuCompatibility;
+ else if (!strncmp("xglOpenSharedMemory", (const char *) funcName, sizeof("xglOpenSharedMemory")))
+ return xglOpenSharedMemory;
+ else if (!strncmp("xglOpenSharedQueueSemaphore", (const char *) funcName, sizeof("xglOpenSharedQueueSemaphore")))
+ return xglOpenSharedQueueSemaphore;
+ else if (!strncmp("xglOpenPeerMemory", (const char *) funcName, sizeof("xglOpenPeerMemory")))
+ return xglOpenPeerMemory;
+ else if (!strncmp("xglOpenPeerImage", (const char *) funcName, sizeof("xglOpenPeerImage")))
+ return xglOpenPeerImage;
+ else if (!strncmp("xglDestroyObject", (const char *) funcName, sizeof("xglDestroyObject")))
+ return xglDestroyObject;
+ else if (!strncmp("xglGetObjectInfo", (const char *) funcName, sizeof("xglGetObjectInfo")))
+ return xglGetObjectInfo;
+ else if (!strncmp("xglBindObjectMemory", (const char *) funcName, sizeof("xglBindObjectMemory")))
+ return xglBindObjectMemory;
+ else if (!strncmp("xglCreateFence", (const char *) funcName, sizeof("xglCreateFence")))
+ return xglCreateFence;
+ else if (!strncmp("xglGetFenceStatus", (const char *) funcName, sizeof("xglGetFenceStatus")))
+ return xglGetFenceStatus;
+ else if (!strncmp("xglWaitForFences", (const char *) funcName, sizeof("xglWaitForFences")))
+ return xglWaitForFences;
+ else if (!strncmp("xglCreateQueueSemaphore", (const char *) funcName, sizeof("xglCreateQueueSemaphore")))
+ return xglCreateQueueSemaphore;
+ else if (!strncmp("xglSignalQueueSemaphore", (const char *) funcName, sizeof("xglSignalQueueSemaphore")))
+ return xglSignalQueueSemaphore;
+ else if (!strncmp("xglWaitQueueSemaphore", (const char *) funcName, sizeof("xglWaitQueueSemaphore")))
+ return xglWaitQueueSemaphore;
+ else if (!strncmp("xglCreateEvent", (const char *) funcName, sizeof("xglCreateEvent")))
+ return xglCreateEvent;
+ else if (!strncmp("xglGetEventStatus", (const char *) funcName, sizeof("xglGetEventStatus")))
+ return xglGetEventStatus;
+ else if (!strncmp("xglSetEvent", (const char *) funcName, sizeof("xglSetEvent")))
+ return xglSetEvent;
+ else if (!strncmp("xglResetEvent", (const char *) funcName, sizeof("xglResetEvent")))
+ return xglResetEvent;
+ else if (!strncmp("xglCreateQueryPool", (const char *) funcName, sizeof("xglCreateQueryPool")))
+ return xglCreateQueryPool;
+ else if (!strncmp("xglGetQueryPoolResults", (const char *) funcName, sizeof("xglGetQueryPoolResults")))
+ return xglGetQueryPoolResults;
+ else if (!strncmp("xglGetFormatInfo", (const char *) funcName, sizeof("xglGetFormatInfo")))
+ return xglGetFormatInfo;
+ else if (!strncmp("xglCreateImage", (const char *) funcName, sizeof("xglCreateImage")))
+ return xglCreateImage;
+ else if (!strncmp("xglGetImageSubresourceInfo", (const char *) funcName, sizeof("xglGetImageSubresourceInfo")))
+ return xglGetImageSubresourceInfo;
+ else if (!strncmp("xglCreateImageView", (const char *) funcName, sizeof("xglCreateImageView")))
+ return xglCreateImageView;
+ else if (!strncmp("xglCreateColorAttachmentView", (const char *) funcName, sizeof("xglCreateColorAttachmentView")))
+ return xglCreateColorAttachmentView;
+ else if (!strncmp("xglCreateDepthStencilView", (const char *) funcName, sizeof("xglCreateDepthStencilView")))
+ return xglCreateDepthStencilView;
+ else if (!strncmp("xglCreateShader", (const char *) funcName, sizeof("xglCreateShader")))
+ return xglCreateShader;
+ else if (!strncmp("xglCreateGraphicsPipeline", (const char *) funcName, sizeof("xglCreateGraphicsPipeline")))
+ return xglCreateGraphicsPipeline;
+ else if (!strncmp("xglCreateComputePipeline", (const char *) funcName, sizeof("xglCreateComputePipeline")))
+ return xglCreateComputePipeline;
+ else if (!strncmp("xglStorePipeline", (const char *) funcName, sizeof("xglStorePipeline")))
+ return xglStorePipeline;
+ else if (!strncmp("xglLoadPipeline", (const char *) funcName, sizeof("xglLoadPipeline")))
+ return xglLoadPipeline;
+ else if (!strncmp("xglCreatePipelineDelta", (const char *) funcName, sizeof("xglCreatePipelineDelta")))
+ return xglCreatePipelineDelta;
+ else if (!strncmp("xglCreateSampler", (const char *) funcName, sizeof("xglCreateSampler")))
+ return xglCreateSampler;
+ else if (!strncmp("xglCreateDescriptorSet", (const char *) funcName, sizeof("xglCreateDescriptorSet")))
+ return xglCreateDescriptorSet;
+ else if (!strncmp("xglBeginDescriptorSetUpdate", (const char *) funcName, sizeof("xglBeginDescriptorSetUpdate")))
+ return xglBeginDescriptorSetUpdate;
+ else if (!strncmp("xglEndDescriptorSetUpdate", (const char *) funcName, sizeof("xglEndDescriptorSetUpdate")))
+ return xglEndDescriptorSetUpdate;
+ else if (!strncmp("xglAttachSamplerDescriptors", (const char *) funcName, sizeof("xglAttachSamplerDescriptors")))
+ return xglAttachSamplerDescriptors;
+ else if (!strncmp("xglAttachImageViewDescriptors", (const char *) funcName, sizeof("xglAttachImageViewDescriptors")))
+ return xglAttachImageViewDescriptors;
+ else if (!strncmp("xglAttachMemoryViewDescriptors", (const char *) funcName, sizeof("xglAttachMemoryViewDescriptors")))
+ return xglAttachMemoryViewDescriptors;
+ else if (!strncmp("xglAttachNestedDescriptors", (const char *) funcName, sizeof("xglAttachNestedDescriptors")))
+ return xglAttachNestedDescriptors;
+ else if (!strncmp("xglClearDescriptorSetSlots", (const char *) funcName, sizeof("xglClearDescriptorSetSlots")))
+ return xglClearDescriptorSetSlots;
+ else if (!strncmp("xglCreateViewportState", (const char *) funcName, sizeof("xglCreateViewportState")))
+ return xglCreateViewportState;
+ else if (!strncmp("xglCreateRasterState", (const char *) funcName, sizeof("xglCreateRasterState")))
+ return xglCreateRasterState;
+ else if (!strncmp("xglCreateMsaaState", (const char *) funcName, sizeof("xglCreateMsaaState")))
+ return xglCreateMsaaState;
+ else if (!strncmp("xglCreateColorBlendState", (const char *) funcName, sizeof("xglCreateColorBlendState")))
+ return xglCreateColorBlendState;
+ else if (!strncmp("xglCreateDepthStencilState", (const char *) funcName, sizeof("xglCreateDepthStencilState")))
+ return xglCreateDepthStencilState;
+ else if (!strncmp("xglCreateCommandBuffer", (const char *) funcName, sizeof("xglCreateCommandBuffer")))
+ return xglCreateCommandBuffer;
+ else if (!strncmp("xglBeginCommandBuffer", (const char *) funcName, sizeof("xglBeginCommandBuffer")))
+ return xglBeginCommandBuffer;
+ else if (!strncmp("xglEndCommandBuffer", (const char *) funcName, sizeof("xglEndCommandBuffer")))
+ return xglEndCommandBuffer;
+ else if (!strncmp("xglResetCommandBuffer", (const char *) funcName, sizeof("xglResetCommandBuffer")))
+ return xglResetCommandBuffer;
+ else if (!strncmp("xglCmdBindPipeline", (const char *) funcName, sizeof("xglCmdBindPipeline")))
+ return xglCmdBindPipeline;
+ else if (!strncmp("xglCmdBindPipelineDelta", (const char *) funcName, sizeof("xglCmdBindPipelineDelta")))
+ return xglCmdBindPipelineDelta;
+ else if (!strncmp("xglCmdBindStateObject", (const char *) funcName, sizeof("xglCmdBindStateObject")))
+ return xglCmdBindStateObject;
+ else if (!strncmp("xglCmdBindDescriptorSet", (const char *) funcName, sizeof("xglCmdBindDescriptorSet")))
+ return xglCmdBindDescriptorSet;
+ else if (!strncmp("xglCmdBindDynamicMemoryView", (const char *) funcName, sizeof("xglCmdBindDynamicMemoryView")))
+ return xglCmdBindDynamicMemoryView;
+ else if (!strncmp("xglCmdBindIndexData", (const char *) funcName, sizeof("xglCmdBindIndexData")))
+ return xglCmdBindIndexData;
+ else if (!strncmp("xglCmdBindAttachments", (const char *) funcName, sizeof("xglCmdBindAttachments")))
+ return xglCmdBindAttachments;
+ else if (!strncmp("xglCmdPrepareMemoryRegions", (const char *) funcName, sizeof("xglCmdPrepareMemoryRegions")))
+ return xglCmdPrepareMemoryRegions;
+ else if (!strncmp("xglCmdPrepareImages", (const char *) funcName, sizeof("xglCmdPrepareImages")))
+ return xglCmdPrepareImages;
+ else if (!strncmp("xglCmdDraw", (const char *) funcName, sizeof("xglCmdDraw")))
+ return xglCmdDraw;
+ else if (!strncmp("xglCmdDrawIndexed", (const char *) funcName, sizeof("xglCmdDrawIndexed")))
+ return xglCmdDrawIndexed;
+ else if (!strncmp("xglCmdDrawIndirect", (const char *) funcName, sizeof("xglCmdDrawIndirect")))
+ return xglCmdDrawIndirect;
+ else if (!strncmp("xglCmdDrawIndexedIndirect", (const char *) funcName, sizeof("xglCmdDrawIndexedIndirect")))
+ return xglCmdDrawIndexedIndirect;
+ else if (!strncmp("xglCmdDispatch", (const char *) funcName, sizeof("xglCmdDispatch")))
+ return xglCmdDispatch;
+ else if (!strncmp("xglCmdDispatchIndirect", (const char *) funcName, sizeof("xglCmdDispatchIndirect")))
+ return xglCmdDispatchIndirect;
+ else if (!strncmp("xglCmdCopyMemory", (const char *) funcName, sizeof("xglCmdCopyMemory")))
+ return xglCmdCopyMemory;
+ else if (!strncmp("xglCmdCopyImage", (const char *) funcName, sizeof("xglCmdCopyImage")))
+ return xglCmdCopyImage;
+ else if (!strncmp("xglCmdCopyMemoryToImage", (const char *) funcName, sizeof("xglCmdCopyMemoryToImage")))
+ return xglCmdCopyMemoryToImage;
+ else if (!strncmp("xglCmdCopyImageToMemory", (const char *) funcName, sizeof("xglCmdCopyImageToMemory")))
+ return xglCmdCopyImageToMemory;
+ else if (!strncmp("xglCmdCloneImageData", (const char *) funcName, sizeof("xglCmdCloneImageData")))
+ return xglCmdCloneImageData;
+ else if (!strncmp("xglCmdUpdateMemory", (const char *) funcName, sizeof("xglCmdUpdateMemory")))
+ return xglCmdUpdateMemory;
+ else if (!strncmp("xglCmdFillMemory", (const char *) funcName, sizeof("xglCmdFillMemory")))
+ return xglCmdFillMemory;
+ else if (!strncmp("xglCmdClearColorImage", (const char *) funcName, sizeof("xglCmdClearColorImage")))
+ return xglCmdClearColorImage;
+ else if (!strncmp("xglCmdClearColorImageRaw", (const char *) funcName, sizeof("xglCmdClearColorImageRaw")))
+ return xglCmdClearColorImageRaw;
+ else if (!strncmp("xglCmdClearDepthStencil", (const char *) funcName, sizeof("xglCmdClearDepthStencil")))
+ return xglCmdClearDepthStencil;
+ else if (!strncmp("xglCmdResolveImage", (const char *) funcName, sizeof("xglCmdResolveImage")))
+ return xglCmdResolveImage;
+ else if (!strncmp("xglCmdSetEvent", (const char *) funcName, sizeof("xglCmdSetEvent")))
+ return xglCmdSetEvent;
+ else if (!strncmp("xglCmdResetEvent", (const char *) funcName, sizeof("xglCmdResetEvent")))
+ return xglCmdResetEvent;
+ else if (!strncmp("xglCmdMemoryAtomic", (const char *) funcName, sizeof("xglCmdMemoryAtomic")))
+ return xglCmdMemoryAtomic;
+ else if (!strncmp("xglCmdBeginQuery", (const char *) funcName, sizeof("xglCmdBeginQuery")))
+ return xglCmdBeginQuery;
+ else if (!strncmp("xglCmdEndQuery", (const char *) funcName, sizeof("xglCmdEndQuery")))
+ return xglCmdEndQuery;
+ else if (!strncmp("xglCmdResetQueryPool", (const char *) funcName, sizeof("xglCmdResetQueryPool")))
+ return xglCmdResetQueryPool;
+ else if (!strncmp("xglCmdWriteTimestamp", (const char *) funcName, sizeof("xglCmdWriteTimestamp")))
+ return xglCmdWriteTimestamp;
+ else if (!strncmp("xglCmdInitAtomicCounters", (const char *) funcName, sizeof("xglCmdInitAtomicCounters")))
+ return xglCmdInitAtomicCounters;
+ else if (!strncmp("xglCmdLoadAtomicCounters", (const char *) funcName, sizeof("xglCmdLoadAtomicCounters")))
+ return xglCmdLoadAtomicCounters;
+ else if (!strncmp("xglCmdSaveAtomicCounters", (const char *) funcName, sizeof("xglCmdSaveAtomicCounters")))
+ return xglCmdSaveAtomicCounters;
+ else if (!strncmp("xglDbgSetValidationLevel", (const char *) funcName, sizeof("xglDbgSetValidationLevel")))
+ return xglDbgSetValidationLevel;
+ else if (!strncmp("xglDbgRegisterMsgCallback", (const char *) funcName, sizeof("xglDbgRegisterMsgCallback")))
+ return xglDbgRegisterMsgCallback;
+ else if (!strncmp("xglDbgUnregisterMsgCallback", (const char *) funcName, sizeof("xglDbgUnregisterMsgCallback")))
+ return xglDbgUnregisterMsgCallback;
+ else if (!strncmp("xglDbgSetMessageFilter", (const char *) funcName, sizeof("xglDbgSetMessageFilter")))
+ return xglDbgSetMessageFilter;
+ else if (!strncmp("xglDbgSetObjectTag", (const char *) funcName, sizeof("xglDbgSetObjectTag")))
+ return xglDbgSetObjectTag;
+ else if (!strncmp("xglDbgSetGlobalOption", (const char *) funcName, sizeof("xglDbgSetGlobalOption")))
+ return xglDbgSetGlobalOption;
+ else if (!strncmp("xglDbgSetDeviceOption", (const char *) funcName, sizeof("xglDbgSetDeviceOption")))
+ return xglDbgSetDeviceOption;
+ else if (!strncmp("xglCmdDbgMarkerBegin", (const char *) funcName, sizeof("xglCmdDbgMarkerBegin")))
+ return xglCmdDbgMarkerBegin;
+ else if (!strncmp("xglCmdDbgMarkerEnd", (const char *) funcName, sizeof("xglCmdDbgMarkerEnd")))
+ return xglCmdDbgMarkerEnd;
+ else if (!strncmp("xglWsiX11AssociateConnection", (const char *) funcName, sizeof("xglWsiX11AssociateConnection")))
+ return xglWsiX11AssociateConnection;
+ else if (!strncmp("xglWsiX11GetMSC", (const char *) funcName, sizeof("xglWsiX11GetMSC")))
+ return xglWsiX11GetMSC;
+ else if (!strncmp("xglWsiX11CreatePresentableImage", (const char *) funcName, sizeof("xglWsiX11CreatePresentableImage")))
+ return xglWsiX11CreatePresentableImage;
+ else if (!strncmp("xglWsiX11QueuePresent", (const char *) funcName, sizeof("xglWsiX11QueuePresent")))
+ return xglWsiX11QueuePresent;
+ else {
+ XGL_BASE_LAYER_OBJECT* gpuw = (XGL_BASE_LAYER_OBJECT *) gpu;
+ if (gpuw->pGPA == NULL)
+ return NULL;
+ return gpuw->pGPA(gpuw->nextObject, funcName);
+ }
+}
+