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trimming broken for some traces #901
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Unfortunately the trace is no longer available. |
Oh whoops, forgot I replaced it with a working trace. Link |
I've found the root of the problem: gltrim is not yet capable to deal with multi-threaded traces, i.e. in this case a texture is set up in one thread, and other texture bindings happen in another thread, since the code ignores the thread, the texture setup calls are not attributed to the right objects, and we get an illegal call sequence. In this case calls to |
This includes * tracking which context is bound in which thread * switch context when the thread is changed * track bindings on a per-context base Closes: apitrace#901 Signed-off-by: Gert Wollny <gert.wollny@collabora.com>
With this PR #902 trimming results in a trace that can be replayed. |
Awesome! |
Well, the output is broken, I'm not yet sure whether it is the usual "one has to use try-and -error" to get it right, or whether it is a "normal" bug ( at first sight it looks like the latter) |
After some testing I was able to get correct rendering with
i.e. one has to add some setup frames to get it right, so it is the "try-an-error" problem. (Frames 3362-3372 seem to setup the scene) |
Looking at the trace from #900, if I try to trim a gameplay trace (e.g.,
gltrim -k -f3470
), the trim operation completes but then replay crashes immediately likeI've noticed this behavior is consistent in traces from a number of AAA titles.
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