6 This includes a set of tools for:
7 - trace OpenGL, D3D9, D3D8, D3D7, and DDRAW APIs calls to a file;
8 - retrace OpenGL calls from a file;
9 - visualize trace files, and inspect state.
12 = Building from source =
14 Requirements common for all platforms:
15 * Python (requires version 2.6)
16 * CMake (tested with version 2.8)
18 Requirements to build the GUI (optional):
19 * Qt (tested with version 4.7)
20 * QJSON (tested with version 0.7.1)
23 == Linux / Mac OS X ==
30 You can also build the 32bit GL wrapper on 64bit distro with a multilib gcc by
33 cmake -H. -Bbuild32 -DCMAKE_C_FLAGS=-m32 -DCMAKE_CXX_FLAGS=-m32 -DCMAKE_EXE_LINKER_FLAGS=-m32
34 make -C build32 glxtrace
39 Additional requirements:
41 * Microsoft Visual Studio (tested with 2008 version) or MinGW (tested with gcc version 4.4)
43 * Microsoft DirectX SDK (tested with August 2007 release)
45 To build with Visual Studio first invoke CMake GUI as:
47 cmake-gui -H. -B%cd%\build
49 and press the "Configure" button.
51 It will try to detect most required/optional dependencies automatically. When
52 not found automatically, you can manually specify the location of the
53 dependencies from the GUI.
55 If you are building with GUI support (i.e, with QT and QJSON), it should detect
56 the official QT sdk automatically, but you will need to build QJSON yourself
57 and also set the QJSON_INCLUDE_DIR and QJSON_LIBRARIES variables in the
58 generated CMakeCache.txt when building apitrace and repeat the above sequence.
60 After you've succesfully configured, you can start the build by opening the
61 generated build\apitrace.sln solution file, or invoking cmake as:
63 cmake --build build --config MinSizeRel
65 The steps to build 64bit version are similar, but replacing "Visual Studio 9
66 2008" with "Visual Studio 9 2008 Win64".
68 It's also possible to build for Windows on Linux with MinGW cross compilers.
69 See http://www.cmake.org/Wiki/CmakeMingw for detailed instructions.
77 Run the application you want to trace as
79 LD_PRELOAD=/path/to/glxtrace.so /path/to/application
81 and it will generate a trace named "application.trace" in the current
82 directory. You can specify the written trace filename by setting the
83 TRACE_FILE envirnment variable before running.
87 /path/to/tracedump application.trace | less -R
91 /path/to/glretrace application.trace
93 Pass the -sb option to use a single buffered visual. Pass --help to glretrace
98 /path/to/qapitrace application.trace
101 The LD_PRELOAD mechanism should work with most applications. There are some
102 applications, e.g., Unigine Heaven, which global function pointers with the
103 same name as GL entrypoints, living in a shared object that wasn't linked with
104 -Bsymbolic flag, so relocations to those globals function pointers get
105 overwritten with the address to our wrapper library, and the application will
106 segfault when trying to write to them. For these applications it is possible
107 to trace by using glxtrace.so as an ordinary libGL.so and injecting into
110 ln -s glxtrace.so libGL.so
111 ln -s glxtrace.so libGL.so.1
112 ln -s glxtrace.so libGL.so.1.2
113 export LD_LIBRARY_PATH=/path/to/directory/where/glxtrace/is:$LD_LIBRARY_PATH
114 export TRACE_LIBGL=/path/to/real/libGL.so.1
117 See the 'ld.so' man page for more information about LD_PRELOAD and
118 LD_LIBRARY_PATH environment flags.
123 Usage on Mac OS X is similar to Linux above, except for the tracing procedure,
126 DYLD_LIBRARY_PATH=/path/to/apitrace/wrappers /path/to/application
128 Note that although Mac OS X has an LD_PRELOAD equivalent,
129 DYLD_INSERT_LIBRARIES, it is mostly useless because it only works with
130 DYLD_FORCE_FLAT_NAMESPACE=1 which breaks most applications. See the 'dyld' man
131 page for more details about these environment flags.
136 * Copy opengl32.dll, d3d8.dll, or d3d9.dll from build/wrappers directory to the
137 directory with the application you want to trace.
139 * Run the application.
141 * View the trace with
143 /path/to/tracedump application.trace
145 * Replay the trace with
147 /path/to/glretrace application.trace
152 * http://zrusin.blogspot.com/2011/04/apitrace.html
153 * http://jrfonseca.blogspot.com/2008/07/tracing-d3d-applications.html
159 * [http://www.mikoweb.eu/index.php?node=21 Proxy DLL]
160 * [http://www.codeguru.com/cpp/g-m/directx/directx8/article.php/c11453/ Intercept Calls to DirectX with a Proxy DLL]
161 * [http://graphics.stanford.edu/~mdfisher/D3D9Interceptor.html Direct3D 9 API Interceptor]
164 * [http://msdn.microsoft.com/en-us/library/ee417062.aspx Microsoft PIX]
165 * [http://doc.51windows.net/Directx9_SDK/?url=/directx9_sdk/graphics/programmingguide/TutorialsAndSamplesAndToolsAndTips/Tools/D3DSpy.htm D3DSpy]: the predecessor of PIX
166 * [http://developer.amd.com/gpu/PerfStudio/pages/APITraceWindow.aspx AMD GPU PerfStudio]
172 * [http://www.opengl.org/sdk/tools/BuGLe/ BuGLe]
173 * [http://code.google.com/p/glintercept/ GLIntercept]
174 * [https://gitorious.org/tracy tracy]: OpenGL ES and OpenVG trace, retrace, and state inspection
177 * [http://www.gremedy.com/products.php gDEBugger]
178 * [http://cumbia.informatik.uni-stuttgart.de/glsldevil/index.html glslDevil]
179 * [http://developer.amd.com/gpu/PerfStudio/pages/APITraceWindow.aspx AMD GPU PerfStudio]