Comments (4)
I agree this would be nice in theory, but I'm afraid this is extremely hard (if not outright impossible) to achieve in practice.
To be precise, get a trace from the point apitrace is attached is doable, but that trace would be useless -- it would be incomplete and one would not be able to replay it.
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By replay you mean, sending the exact sequence of calls to another computer, right when they happend? if so, then what are the exact complications from doing it from right inside the actual Injected/tracing process?
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By replay you mean, sending the exact sequence of calls to another computer, right when they happend?
Yes. That's how Apitrace is able to inspect graphics state and debug.
if so, then what are the exact complications from doing it from right inside the actual Injected/tracing process?
That's possible, but it's not how Apitrace was designed.
Apitrace copes with the huge interface surface of APIs like OpenGL and Direct3D by using automatic code generation, meaning a few folks (mostly me) need only to write a small amount of code to handle these APIs.
Start/stopping tracing mid execution or debugging live process would require an insane amount of hand-written code to understand/serialize the graphics state, and the army of developers required to write it does not exist.
There have been much such efforts in the past for OpenGL, some even forks of Apitrace, and most fail. They quickly handle toy apps, but never get to the point to handle real life GL apps well. See also #31
The only project I know that can do this for modern OpenGL / Direct3D is https://renderdoc.org/ I recommend I take a look.
To summarize, although this feature would be great in theory, it is unfeasible in practice, and therefore not a direction I'm willing to pursue or entertain.
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Thank you for taking the time to clarify the intricacies of Apitrace and the challenges associated with implementing real-time tracing within the injected/tracing process. Your detailed explanation put exact enfasis on the complexities involved, and I appreciate your perspective on this matter, i fully understnad your position.
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Related Issues (20)
- WINE applications do not produce any trace HOT 2
- GL game "Beyond All Reason" window overestimated by glretrace HOT 11
- Unvanquished fonts issues
- If I want to upgrade apitrace's support for OpenGL to version 4.6 HOT 1
- Replacement of shader via glDetachShader + glAttachShader leads to link error HOT 2
- eglretrace crashes on rayman2_gl trace
- Can Apitrace support retrace through EGL on Windows HOT 2
- loop option doesn't work for specific trace HOT 1
- retrace --loop crashes when VAO is created in setup frame and deleted in loop frame HOT 1
- Tellusim Upscaler (Star Wars) 20230513 trace doesn't work properly
- Failed to capture trace of wgf11filter HOT 1
- Build system complains about uncloned submodules for bundled dependencies even when using dependencies from system HOT 4
- Bug recording instanced draw calls with user arrays HOT 18
- [enhancement] replace zlib HOT 1
- During tracing gl-500-texture-cube-arb.exe, missing cube map HOT 2
- Wolfenstein: The Old Blood tracing broken due to abuse of GL_MAP_PERSISTENT_BIT mappings HOT 19
- trimming broken for some traces HOT 7
- capture/replay broken for indirect draws HOT 15
- Commit cff22f0 Introduces Segfault HOT 3
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