Reporting bugs
==============
-Please report any issues on
-[github](https://github.com/apitrace/apitrace/issues).
+Before reporting, please skim through the known issues below.
-Always include the following information:
+Report any issues on [github](https://github.com/apitrace/apitrace/issues),
+always including the following information:
* operating system name and version
* OpenGL/D3D driver name and version
+Known issues
+============
+
+These are issues that the developers are already aware of, but for which there
+is no immediate plan to address them, because either:
+
+* they stem from architectural limitations that are difficult to overcome
+ and/or time-consuming;
+
+* they are corners cases that are thought to be of very little practical use;
+
+* merely lack of time/opportunity.
+
+That said, feel free to file an issue and/or send an email to the mailing list
+if:
+
+* you want discuss the rationale, propose your ideas on how to address it, or
+ volunteer to work on it;
+
+* a known issue is important for you and you would like to see it addressed
+ sooner rather than later.
+
+
+Tracing
+-------
+
+* Fake calls may be emitted in the trace, in order to provide complete
+ information for retracing. The typical case is OpenGL vertex arrays in user
+ memory (as opposed to VBOs): where glXxxPointer calls will be deferred,
+ glInterleavedArrays will be decomposed, etc.
+
+ This should not affect the rendered output, but it may use different paths in
+ the OpenGL driver, exercising different paths and with different performance
+ characteristics.
+
+ There is no way to distinguish the fake calls from those actually
+ made by the application yet.
+
+* Huge traces will be generated for applications that make extensive use of
+ immediate mode drawing (ie., glBegin/glEnd), use vertex/element arrays in
+ user memory, or generate a lot of dynamic vertex data per frame. This is
+ because large quantities of (often redundant) data will be recorded over and
+ over; and although the traces are compressed, the compression algorithms used
+ aim a good performance/compression balance, hence fail to identify and remove
+ the redundancy at this scale.
+
+ However, this should not be a problem for modern OpenGL applications that
+ make an efficient use of VBOs and vertex shaders.
+
+* On MacOSX, the internal OpenGL calls done by GLU are not traced yet.
+
+
+Retracing
+---------
+
+* Replaying can take substantially more CPU due to the overhead of reading the
+ trace file from disk.
+
+ However, the overhead should not be significant for modern 3D applications
+ that do efficient use of VBOs and vertex shaders. The communication between
+ CPU to GPU can easily be a bottleneck on the powerful discrete GPUs of
+ nowadays, and trace overhead tend to be propotional so it is not a
+ coincidence that applications that are optimized for modern GPUs will also be
+ traced and replayed efficiently.
+
+* glretrace needs to infer window sizes from glViewport calls, because calls
+ that create/resize windows happen outside of OpenGL and are not traced.
+ Therefore window will be missing if the application relies on the default
+ viewport instead of explicitly invoking glViewport; or it will to too big if
+ the window is shrunk. Most apps call glViewport before rendering.
+
+* OS specific OpenGL APIs (WGL, GLX, CGL, etc), are not retraced literally, but
+ instead partially emulated. This is by design, to allow traces to be
+ retraced on any OS, as the focus is on the OS-independent parts of OpenGL API.
+
+* There is no guarantee that the same visual that was used on tracing will be
+ used for retracing OpenGL. Actually currently, glretrace will always choose
+ a standard 32bit RGBA, 24bit depth, 8bit alpha, double buffer visual. Unless
+ overridden on command line.
+
+* OpenGL context sharing is not fully respected -- all contexts are assumed to
+ share state. This is by far the most common case though.
+
+
+GUI
+---
+
+* Not all types of arguments can be edited.
+
+
+
Proprietary/confidential applications
=====================================
Please attach long logs to https://gist.github.com/ and paste the URL into the
issue description.
-For big attachments, such as traces, please upload it temporarily to a web
-server you control, or use a file upload service such as
-http://www.megaupload.com/ or http://dropbox.com/ and paste the URL into the
-issue description.
+For big attachments, such as traces, please upload them temporarily to a web
+server you control, or use a file upload service such as http://dropbox.com/
+and paste the URL into the issue description.
Trace files are only slightly compressed (for performance reasons). You can
further reduce their size when attaching/uploading by compressing with
------------
Please rebuild apitrace with debugging information, by passing
-`-DCMAKE_BUILD_TYPE=Debug` to cmake.
+`-DCMAKE_BUILD_TYPE=Debug` to cmake, or editing its value in `CMakeCache.txt`
+and rebuilding.
To obtain a stack back-trace, run the application with gdb from a terminal:
...
(gdb) bt
+On Linux, to trace an application inside gdb the `LD_PRELOAD` environment
+variable should be set from within gdb like:
+
+ gdb --ex 'set exec-wrapper env LD_PRELOAD=/path/to/glxtrace.so' --args application arg1 ...
+
+See also more detailed and Distro specific instructions:
+
+* http://wiki.debian.org/HowToGetABacktrace
+
+* https://wiki.ubuntu.com/Backtrace
+
+* http://fedoraproject.org/wiki/StackTraces
+
+* http://live.gnome.org/GettingTraces
+
Windows
-------
-WRITEME
-
+See:
+* https://developer.mozilla.org/en/how_to_get_a_stacktrace_with_windbg