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Change Notes
3/14/14: Should be pushed to github tonight or tomorrow latest:
- All changes needed to get the Steam 10ft UI tracing/replaying are in. I've only just begun testing Steam 10ft with vogl, there could be other problems although I think full-stream is OK. Snapshotting 10ft is next.
PBO's used on various texture API's are now supported (both PIXEL_PACK and PIXEL_UNPACK buffers).
Snapshotting while buffers are mapped during replaying is now supported (but still not during tracing - that will take some more thought).
Unfortunately, playing back Steam 10ft's call streams on NVidia crashes the GPU (both a 480 and 780). This causes massive per-frame 10-15 sec delays on my primary devbox while NVidia's driver recovers, the dmesg log is interesting, and top reports 100% CPU utilization. I tried a few drivers (331 and 334) with no luck. Until I get a fix from NVidia (hopefully soon if history is any indication) I've moved back to developing on AMD full-time. (I'm ping-ponging back and forth to keep making forward progress while I wait for driver support, much like I had to do on the Linux versions of L4D2/TF2/etc.)
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vogl_gl_replayer::process_entrypoint_msg_print_detailed_context() - added a NULL ptr check on m_pCur_gl_packet (we made some changes at the very latest minute to allow packets to be pushed into the replayer individually, and we're still fixing some regressions due to these changes)
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Fixed asserts while snapshotting or restoring genned, but never used display lists
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Genned but never used display lists are now properly serialized/deserialized (discovered because apitrace doesn't support glXUseXFont(), and glxspheres uses this GLX API to fill in its display lists - so we would never see the glXUseXFont() calls)
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Tested all the new GL code written over the previous few weeks on AMD for the first time - fixed some core profile issues. The default framebuffer's front buffer and depth/stencil surfaces are failing to snapshot on fglrx. I don't know why; the same code works fine on NVidia. Still investigating, and I just started the ball rolling with AMD.
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Fixing core profile issues on g-truc samples - NV accepts some bad glGet's we were doing that AMD doesn't like.
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gl-320-fbo-depth32 does not play back at all on AMD, so I've removed it from the regression test for now. This test doesn't work on AMD when I run it directly either.
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Got our regression test suite to work on AMD (several fixes incoming)
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Adding darwinia traces to the regression test, so we get some coverage of display list replaying and snapshotting.
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Couple fixes for g-truc sample snapshotting on AMD