Friday 15 February 2013

Debugging OpenGL ES 2.0 game that runs in Windows through PowerVR emulation -


I have a small cross-platform engine that runs my OpenGL 2.0 OS on Android and Windows. To run it on Windows, I am using PowerVR emulator (library linked to the project only). It all works well.

Now I would like to debug it and check it in any OpenGL debugger. I tried Intel GPA, AMD code XL, GDBugger, GLSLDDEV but none of them was able to do this. In the case of Intel GPA, he did not get the current game. In other cases the game started, but failed to stop or do anything later.

I do not know what this is because it is OpenGL ES instead of OpenGL but PowerVR simulation should work as a translate into OpenGL ES translate, I think?

My questions are:

  • Is the program on OpenGL ES 2.0 Windows?
  • Or is there a better simulation library than PowerVR which will force the app like OpenGL for other devices (instead of OpenGL)?

    I is doing all this because none of the debuggers works for me on Android devices, I am developing with the Samsung Galaxy Tab (which is a tegra GPU), but Nvida PerfHUD ES currently does not support it (and I do not have more than Android 4.0 or above)

    • How to debug Android Android on Android version 3.1 and Samsung Is the Galaxy Tab device?

      Thanax

      You are correct - translation of PVRVFR OpenGL ES Used in OpenGL calls. This is the reason that gDEBugger's choice will capture the calls made by the aggregator rather than the call actually presented by the amplator.

      The PowerWhat SDK includes an OpenGL ES / EGL API recording tool named PVRTrace, in which all the functionality you are looking for can be recorded for the use of the PVRTress recording library on PVRVRM on Windows and Linux Are there. SDK also includes recording libraries for Android and Linux devices.

      PVRTCGui (the analysis tool for Windows, OSX and Linux) can be used to review and check the data you recorded. It also has an Image Analysis widget which allows you to move through the Draw Call in your recording; Some other handy features, such as the Pixel analysis pie chart, highlights the most expensive piece shaders in your render so that you know where shader optimization is focused on.

      There is also a PVRTrace standalone playback device that allows you to run again. Your recording on any of supported OS (Inc. and Android)

      You can find an overview of the tools on the Imagery website; PVRTres can download via PowerVR SDK installer, Available

No comments:

Post a Comment