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Thread: GLIntercept 1.0 Beta

  1. #1
    Senior Member OpenGL Pro sqrt[-1]'s Avatar
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    GLIntercept 1.0 Beta

    A beta release of GLIntercept 1.0 is now out at:
    http://glintercept.googlecode.com/fi...t1_0Beta00.exe

    A few things to note:
    - This is more a maintainable release - new function entry points and some minor bug fixes.
    - OpenGL3.0 + pure core profiles do not work correctly (will be fixed)
    - New resource types like array textures, geometry shaders etc are not currently logged.
    - No x64 bit program support.
    - Nvidia's multi threadded driver seems to issue an internal wglGetPixelFormat call on the first glGetError() after SwapBuffers. This internal call occurs on a different thread that does not have the main OpenGL conext - so it results in the OpenGL error:
    "GL ERROR - Function wglGetPixelFormat generated error GL_INVALID_OPERATION"
    for the first 23 times swap buffers is called.
    To fix, disable the multi-threadded driver from the Nvidia control panel:
    "Manage 3D settings -> Threadded Optimization -> Off"
    or you can enable the GLIntercept option "ThreadChecking = True" which will report the extra wglGetPixelFormat call occuring on a different thread. (as well as some other wglDescribePixelFormat calls made by the driver)

    I will probably do a few more betas before the final, so hopefully a few of the above features/fixes will make it in.

    As there are so many other OpenGL loggers on Windows these days I will probably not do too many more updates. (and OpenGL is a hard API to write a debugger for)

    Let me know of any bugs you encounter.

  2. #2
    Member Regular Contributor
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    Re: GLIntercept 1.0 Beta

    Awesome!
    [The Open Toolkit library: C# OpenGL 4.4, OpenGL ES 3.1, OpenAL 1.1 for Mono/.Net]

  3. #3
    Super Moderator Frequent Contributor Groovounet's Avatar
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    Re: GLIntercept 1.0 Beta

    Great! I use to use it few years back, it would be great to have it working for OpenGL 3.2

    Maybe this should be in the Toolkits forum instead.

  4. #4
    Advanced Member Frequent Contributor
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    Re: GLIntercept 1.0 Beta

    GLIntercept is one of my favourite GL Tools!

    Thank you for working on it again!

  5. #5
    Senior Member OpenGL Guru
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    Re: GLIntercept 1.0 Beta

    As there are so many other OpenGL loggers on Windows these days I will probably not do too many more updates.
    If you do decide to abandon it, could you at least document the code more thoroughly before you do? I took a cursory glance at the code once (to see what it would take to upgrade it to GL 3.x), and I couldn't figure out what was going on with the inline assembly.

  6. #6
    Senior Member OpenGL Pro Ilian Dinev's Avatar
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    Re: GLIntercept 1.0 Beta

    The only asm in the 0.5 src is the "#define WRAPPER_FUNCTION(n)" macro.
    Here's what it does:
    Code :
    int WrapperCall777(){ // notice "int" instead of "void"
    	int idx = wrapperIndex[777];
    	LogFunctionPre(idx,ALL_MY_ARGS);
     
    	PROC extFunction = extFunctions[777]; // pointer to a function
     
    	int result = extFunction(ALL_MY_ARGS); // arguments will automatically be correctly presented to it
     
    	LogFunctionPost(idx,result);
    	return result;
    }
     
     
     
    // At initialization, i.e this was done:
    // extFunctions[777] = glUniformMatrix2x4fv;

  7. #7
    Advanced Member Frequent Contributor yooyo's Avatar
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    Re: GLIntercept 1.0 Beta

    Great work!!! I'll check new version as soon as I can.

  8. #8
    Junior Member Regular Contributor
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    Re: GLIntercept 1.0 Beta

    Great news and great work ! I'm using GLintercept 0.5 since it's been out, and I'm fond of it !

    Just saw this post, so could not test the v1.0 beta, does it include source code, or do you plan to use the googlecode svn ? It would be great that your great tool continues to live 'after you'

    Once more, great work and many thanks

  9. #9
    Senior Member OpenGL Pro sqrt[-1]'s Avatar
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    Re: GLIntercept 1.0 Beta

    I'll release source code for the final 1.0 release.

    If you are curious, a source version that is almost the same is at
    http://glintercept.googlecode.com/fi...pt1.0_WIP00.7z

    SVN is a possibility if other people start working on it. (have one other potential contributor)

  10. #10
    Junior Member Regular Contributor
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    Re: GLIntercept 1.0 Beta

    I made a quick test on a huge app of ours and it certainly worked fine!

    I have two points I'd like to improve :
    * shader edit mode can't show shader usage if the framebuffer has sRGB enabled
    * shader editor can't always recompile correctly programs that linked fro multiple shaders - as it recombines them in a single source, there may be duplicated uniform definitions or misplaced #version statements

    these points could make a first contribution if you think it's not' too ambitious as a starting point i did not look at the source code for now, so i'm clueless for now

    cheers

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