Thursday, March 20, 2014

VoglEditor Feature List

The past few months have been spent plugging away with Valve on a user interface for a new OpenGL debugging tool called VOGL, which we've recently open sourced on github -

We are developing entirely in Linux, but are also assisting several members of the community who are working on ports to other platforms.

Since I've primarily been working on the user interface, called "VoglEditor", here's an initial feature set as of the time VOGL went public. New features are being added almost daily, so keep an eye out for updates, and feel free to get involved in the project!

Current VoglEditor features:
  • Loading multi-frame trace files
  • Obtaining a GL state snapshot at any API call that is not within a glBegin/glEnd block
  • Save / Load debug sessions
    • Saves a JSON file which links together the base trace file and all collected state snapshots
    • Saves all collected state snapshots to disk
  • Traces can be replayed from within vogleditor
  • CPU-based timeline 
    • Shows API call execution and cost
    • Most expensive call is shown in red and all other calls are scaled between Red -> Green based on relative execution time
  • API call hierarchy
    • Shows frames and API calls hierarchically
    • Clicking on an API call will launch the replayer and collect a state snapshot after that call executes
    • Icons indicate which API calls have a snapshot
    • Supports searching entrypoints and parameters for a supplied string, and navigating to prev / next search match
    • Supports jumping to prev / next draw call
    • Supports jumping to prev / next snapshot   
  • State snapshot panel 
    • Viewing all GL state within a snapshot
    • Automatic diff'ing of state between two snapshots
    • GL object explorers will default to displaying currently bound / active objects
    • Visualization of all existing framebuffers, renderbuffers, and textures
      • All visualizations can be scrolled and zoomed
      • Ability to view RGBA (with customizable alpha blend color), RGB, individual color components, 1-component, and 1/component
      • Support for viewing individual samples
      • Support for Y-flipping the images
    • Viewing of all created shader objects 
    • Viewing of all created program objects and their linked / attached shaders
      • Linked shaders can be edited and saved back into the snapshot so that the changes affect the trace replay 

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