After some debate on the mailing list, the consensus favors the name
"replay" for this operation. Update the documentation in
README.markdown to match.
* trace OpenGL, OpenGL ES, Direct3D, and DirectDraw APIs calls to a file;
* trace OpenGL, OpenGL ES, Direct3D, and DirectDraw APIs calls to a file;
-* retrace OpenGL and OpenGL ES calls from a file;
+* replay OpenGL and OpenGL ES calls from a file;
* inspect OpenGL state at any call while retracing;
* inspect OpenGL state at any call while retracing;
Replay an OpenGL trace with
Replay an OpenGL trace with
- apitrace retrace application.trace
+ apitrace replay application.trace
Pass the `--sb` option to use a single buffered visual. Pass `--help` to
Pass the `--sb` option to use a single buffered visual. Pass `--help` to
-`apitrace retrace` for more options.
+`apitrace replay` for more options.
# cd /data/local/tmp
# LD_PRELOAD=/data/egltrace.so test-opengl-gl2_basic
adb pull /data/local/tmp/test-opengl-gl2_basic.trace
# cd /data/local/tmp
# LD_PRELOAD=/data/egltrace.so test-opengl-gl2_basic
adb pull /data/local/tmp/test-opengl-gl2_basic.trace
- eglretrace test-opengl-gl2_basic.trace
+ apitrace replay test-opengl-gl2_basic.trace
You can get a dump of the bound GL state at call 12345 by doing:
You can get a dump of the bound GL state at call 12345 by doing:
- apitrace retrace -D 12345 application.trace > 12345.json
+ apitrace replay -D 12345 application.trace > 12345.json
This is precisely the mechanism the GUI obtains its own state.
This is precisely the mechanism the GUI obtains its own state.
For example, to record all profiling data and utilise the per shader script:
For example, to record all profiling data and utilise the per shader script:
- apitrace retrace --pgpu --pcpu --ppd foo.trace | ./scripts/profileshader.py
+ apitrace replay --pgpu --pcpu --ppd foo.trace | ./scripts/profileshader.py
Advanced usage for OpenGL implementors
Advanced usage for OpenGL implementors
}
const Command retrace_command = {
}
const Command retrace_command = {