I'm posting this in the hope that someone else out there might have tried using the OpenGL monitoring tool gDEBugger (http://www.gremedy.com/) with JOGL.
I started using it for the first time today. I was able to launch and run a simple JOGL application. While the gDEBugger was able to do some things like track GL function calls and show me the contents of buffer objects, it was unable to do other things like display textures or vertex batches. Some of the filter functions worked (suspending draw calls) and some did not (suspending shaders). Has anyone else encountered this? Can this tool be used with JOGL? |
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On 02/16/2012 03:45 AM, kitfox [via jogamp] wrote:
> > > I'm posting this in the hope that someone else out there might have tried > using the OpenGL monitoring tool gDEBugger (http://www.gremedy.com/) with > JOGL. > > I started using it for the first time today. I was able to launch and run a > simple JOGL application. While the gDEBugger was able to do some things > like track GL function calls and show me the contents of buffer objects, it > was unable to do other things like display textures or vertex batches. Some > of the filter functions worked (suspending draw calls) and some did not > (suspending shaders). > > Has anyone else encountered this? Can this tool be used with JOGL? with a number of operations etc - due to a trial version. But this was years(?) ago ... hmm. Has that changed ? Well, I had very good experience w/ NV's 'PerfHud ES' <http://jausoft.com/blog/2011/10/04/bug-hunting-on-android/> <http://developer.nvidia.com/nvidia-perfhud-es> Usually all those tools shall function in a way that the test application loads the wrapper native GL library, which then intercepts all calls etc. As described above, it worked very well on Android/'PerfHud ES' and I don't see why it should not work on desktop with another tool. Just make sure the 'wrapper' or 'interceptor' library really gets loaded instead of the system one. After dynamically loading the GL library at JOGL startup, JOGL looks-up all GL entry points and caches them. It uses the recommended xxxGetProcAddress() function. Since these wrapper should 'wrap' that too, it should work - if they don't .. it's their fault. ~Sven signature.asc (910 bytes) Download Attachment |
I think I tried it before a long time ago too, and decided against it for a similar reason. However, when I installed it this time, it just wanted my name and email info. It's also being distributed on the NVidia website, so maybe they bought them?
One of the things I noticed while running it was several error messages saying that JOGL had called xxxGetProcAddress() in a different GL context than the one I was currently using. How do I make sure the wrapper and interceptor libraries get loaded? I considered PerfHUD, but it looked like it was for DirectX, so I went with gDEBugger instead. I'll try the version you've linked to. gDEBugger seems to be free now, so you might want to have another look at it, if you're interested. |
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