apitrace
avaloniaui-test
apitrace | avaloniaui-test | |
---|---|---|
8 | 1 | |
2,535 | 0 | |
0.7% | - | |
7.5 | 0.0 | |
about 23 hours ago | over 2 years ago | |
C++ | C# | |
MIT License | - |
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apitrace
- Apitrace – trace and replay OpenGL, Direct3D, and DirectDraw APIs calls
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Wrong result when using OpenGL for GPGPU computing
You have several tools, this can be done by printing debug messages using extensions such as KHR_debug, or using specific tools which will inject themselves between your OpenGL calls and your driver such as apitrace or RenderDoc. I recommend running your program in RenderDoc regularly even if everything seems to work fine as it may help you catch some subtle bugs.
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Benchmark and optimization
That said, the profiling situation for non-NV users is not completely hopeless. You can still use API timer queries to get an idea of how long events take on the device. Tracy also supports GPU profiling, but I suspect it's just a fancy way of inserting timer queries. apitrace also claims to support profiling OpenGL apps, but I'd be wary of overhead as it's doing a lot of other things besides profiling.
- Opengl invalid operation error on glBindTexture (opengl 3.3 core)
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Total War: Shogun 2 native version by Feral Interactive crashes instantly, gives a weird error
At first I thought Feral probably used it accidentally, but this thread about the symbol's use in apitrace seems to shed some light:
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Help with SkiaSharp rendering in an AvaloniaUI control
I don't see anything wrong with your code, altough I'm not familiar with Avalonia or Silk. I suggest you try to use apitrace for (a probably long and painful day) debugging it.
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Godot crashes whenever I make an OpenGL 3.0 project
I get that it's hard to debug without direct access, but isn't there some dump or log that they could generate and provide? Maybe something like using apitrace?
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Looking for help reporting a mesa bug with the game Indivisible
Pierre-Eric Pelloux-Prayer @pepp · 6 months ago Developer https://github.com/apitrace/apitrace/blob/master/docs/USAGE.markdown is the basic doc. For Steam games I usually go to the game's folder (probably $HOME/.steam/steam/steamapps/common/Indivisible) and try to run the game with apitrace (apitrace trace indivisible-executable). It should print a line to indicate where the trace file is written to (apitrace: tracing to somefile.trace.
avaloniaui-test
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Help with SkiaSharp rendering in an AvaloniaUI control
I want to do some SkiaSharp rendering in an AvalonaiUI control. I found this StackOverflow answer that suggested using OpenGlControlBase, with an example, of how to do OpenGL rendering in a control. Then I found this StackOverflow answer, with an example, of how to do SkiaSharp rendering with an already existing OpenGL context, although comming from Silk.NET. I thought I'd just combine the two and be done with it, here's my attempt, but of course it wasn't that easy.
What are some alternatives?
renderdoc - RenderDoc is a stand-alone graphics debugging tool.
Silk.NET - The high-speed OpenGL, OpenCL, OpenAL, OpenXR, GLFW, SDL, Vulkan, Assimp, WebGPU, and DirectX bindings library your mother warned you about.
reshade - A generic post-processing injector for games and video software.
Avalonia - Develop Desktop, Embedded, Mobile and WebAssembly apps with C# and XAML. The most popular .NET UI client technology
mesa-dist-win - Pre-built Mesa3D drivers for Windows
d3d8to9 - A D3D8 pseudo-driver which converts API calls and bytecode shaders to equivalent D3D9 ones.
VK-GL-CTS - Khronos Vulkan, OpenGL, and OpenGL ES Conformance Tests
gfr - Graphics Flight Recorder (GFR) is a Vulkan layer to help trackdown and identify the cause of GPU hangs and crashes.
bgfx - Cross-platform, graphics API agnostic, "Bring Your Own Engine/Framework" style rendering library.
KlayGE - KlayGE is a cross-platform open source game engine with plugin-based architecture.