Sebastian,

I have written the shaders for GL 3.3 so that’s done.  When RenderDoc runs, I’m 
assuming it’s only checking that window context.  I am NOT assuming that it can 
comb through my code and determine that I’ve used a fixed-function GL call 
somewhere and therefore spits out the message.

In general, I’d like to have a working GPU debugger.  Right now, we are 
struggling to find out values of local variables in the shaders that aren’t 
uniform.  We would also love to be able to pinpoint bottlenecks in the code 
from the GPU side to optimize performance.

----------------------------------------
Marlin Rowley
Software Engineer, Staff
[cid:image002.jpg@01D39374.DEC5A2E0]
Missiles and Fire Control
972-603-1931 (office)
214-926-0622 (mobile)
marlin.r.row...@lmco.com<mailto:marlin.r.row...@lmco.com>

From: osg-users <osg-users-boun...@lists.openscenegraph.org> On Behalf Of 
Sebastian Messerschmidt
Sent: Thursday, April 11, 2019 9:49 AM
To: 'OpenSceneGraph Users' <osg-users@lists.openscenegraph.org>
Subject: EXTERNAL: Re: [osg-users] EXTERNAL: Re: EXTERNAL: Re: Where is 
CreateContextAttribs() being used?

Merlin,

As Chris already mentioned the complete application needs to run on 
core-profile. That means there is no fixed function pipeline and no 
backward-compatibility features.
In order to get your application running in core-profile you need to write 
shaders for everything and IIRC compile OSG with GL3 enabled. I haven’t used 
OSG in a while now, but I think there is mechanism to decorate the scene graph 
with shaders automatically.

I started to refactor my project some years ago to fully support core-only 
scenarios, but I gave up due to a lot features no longer working out-of-the-box.
Can you maybe try to explain what you’re trying to debug? There might be some 
more options for you.


Cheers
Sebastian

From: osg-users 
<osg-users-boun...@lists.openscenegraph.org<mailto:osg-users-boun...@lists.openscenegraph.org>>
 On Behalf Of Rowley, Marlin R
Sent: Donnerstag, 11. April 2019 16:24
To: OpenSceneGraph Users 
<osg-users@lists.openscenegraph.org<mailto:osg-users@lists.openscenegraph.org>>
Subject: Re: [osg-users] EXTERNAL: Re: EXTERNAL: Re: Where is 
CreateContextAttribs() being used?

Sebastian,

What does “core OpenGL profile” mean with regards to the graphics context?  I’m 
still not getting it to work.

Here is my code structure:

…
osg::ref_ptr<osg::GraphicsContext::Traits> traits = new 
osg::GraphicsContext::Traits;
            traits->x = aXPosition;
            traits->y = aYPosition;
            traits->width  = aWidth;
            traits->height = aHeight;
            traits->stencil = 8;
            traits->doubleBuffer     = true;
            traits->windowDecoration = false;
#if defined(WIN32)
            traits->inheritedWindowData = new 
osgViewer::GraphicsWindowWin32::WindowData( aWindow );
#elif defined(__linux__)
           traits->inheritedWindowData = new 
osgViewer::GraphicsWindowX11::WindowData( aWindow );
#endif
            // gl graphics context version and profile mask
            traits->glContextVersion = "3.3";
            traits->glContextProfileMask = 0x1;

// create the graphics window from the context
            osgViewer::GraphicsWindow* gw = 
dynamic_cast<osgViewer::GraphicsWindow*>(osg::GraphicsContext::createGraphicsContext(traits.get()));

…

// set the main camera to use the window
mainCamera->setGraphicsContext( gw );

…

I assume here that setting the traits variable with the major/minor version of 
OpenGL and setting the profile mask to 1 (‘core’??) would be all I need.  But 
that’s obviously not the case.

-M

----------------------------------------
Marlin Rowley
Software Engineer, Staff
[cid:image002.jpg@01D39374.DEC5A2E0]
Missiles and Fire Control
972-603-1931 (office)
214-926-0622 (mobile)
marlin.r.row...@lmco.com<mailto:marlin.r.row...@lmco.com>

From: osg-users 
<osg-users-boun...@lists.openscenegraph.org<mailto:osg-users-boun...@lists.openscenegraph.org>>
 On Behalf Of 
sebastian.messerschm...@gmx.de<mailto:sebastian.messerschm...@gmx.de>
Sent: Thursday, April 11, 2019 9:01 AM
To: 'OpenSceneGraph Users' 
<osg-users@lists.openscenegraph.org<mailto:osg-users@lists.openscenegraph.org>>
Subject: EXTERNAL: Re: [osg-users] EXTERNAL: Re: Where is 
CreateContextAttribs() being used?

Hi Marlin,

In order for RenderDoc (and most tools I’m aware of) you’re application needs 
to run on core OpenGL profile.
You might want to look here for some debugging options: 
https://www.khronos.org/opengl/wiki/Debugging_Tools
I personally used Nvidia Nsight for quite a while, as it at least helps with 
framebuffer debugging etc.

Cheers
Sebastian


From: osg-users 
<osg-users-boun...@lists.openscenegraph.org<mailto:osg-users-boun...@lists.openscenegraph.org>>
 On Behalf Of Rowley, Marlin R
Sent: Donnerstag, 11. April 2019 14:52
To: OpenSceneGraph Users 
<osg-users@lists.openscenegraph.org<mailto:osg-users@lists.openscenegraph.org>>
Subject: Re: [osg-users] EXTERNAL: Re: Where is CreateContextAttribs() being 
used?

We are using Win10-x64.

We are trying to get RenderDoc to be able to see our application so we can do 
some graphics debugging.  It’s shouting back that the current device context 
wasn’t created using CreateContextAttrib, so I started looking. So since we are 
using Win64, doesn’t look like osg will go the WindowWin32 route. Hmm…

How are you debugging the GPU?  It’s incredibly difficult trying to solve 
realtime pipeline problems without the use of a graphics debugger.

----------------------------------------
Marlin Rowley
Software Engineer, Staff
[cid:image002.jpg@01D39374.DEC5A2E0]
Missiles and Fire Control
972-603-1931 (office)
214-926-0622 (mobile)
marlin.r.row...@lmco.com<mailto:marlin.r.row...@lmco.com>

From: osg-users 
<osg-users-boun...@lists.openscenegraph.org<mailto:osg-users-boun...@lists.openscenegraph.org>>
 On Behalf Of Robert Osfield
Sent: Thursday, April 11, 2019 7:16 AM
To: OpenSceneGraph Users 
<osg-users@lists.openscenegraph.org<mailto:osg-users@lists.openscenegraph.org>>
Subject: EXTERNAL: Re: [osg-users] Where is CreateContextAttribs() being used?

Hi Marlin,

A great for CreateContextttribs in the OSG shows:

$ grep -r CreateContextAttribs .
Binary file ./lib/libosgViewer.so.3.6.4 matches
Binary file ./src/osgViewer/CMakeFiles/osgViewer.dir/GraphicsWindowX11.cpp.o 
matches
./src/osgViewer/GraphicsWindowX11.cpp:        typedef GLXContext 
(*glXCreateContextAttribsARBProc)(Display*, GLXFBConfig, GLXContext, Bool, 
const int*);
./src/osgViewer/GraphicsWindowX11.cpp:        glXCreateContextAttribsARBProc 
glXCreateContextAttribsARB = 0;
./src/osgViewer/GraphicsWindowX11.cpp:            glXCreateContextAttribsARB = 
(glXCreateContextAttribsARBProc) glXGetProcAddress((const 
GLubyte*)"glXCreateContextAttribsARB");
./src/osgViewer/GraphicsWindowX11.cpp:        if (glXCreateContextAttribsARB)
./src/osgViewer/GraphicsWindowX11.cpp:            _context = 
glXCreateContextAttribsARB( _display, _fbConfig, sharedContext, True, 
contextAttributes.data() );
./src/osgViewer/GraphicsWindowWin32.cpp:extern HGLRC WINAPI 
wglCreateContextAttribsARB (HDC, HGLRC, const int *);
./src/osgViewer/GraphicsWindowWin32.cpp:            
PFNWGLCREATECONTEXTATTRIBSARBPROC wglCreateContextAttribsARB =
./src/osgViewer/GraphicsWindowWin32.cpp:                ( 
PFNWGLCREATECONTEXTATTRIBSARBPROC ) wglGetProcAddress( 
"wglCreateContextAttribsARB" );
./src/osgViewer/GraphicsWindowWin32.cpp:            if( 
wglCreateContextAttribsARB==0 )
./src/osgViewer/GraphicsWindowWin32.cpp:                reportErrorForScreen( 
"GL3: wglCreateContextAttribsARB not available.",
./src/osgViewer/GraphicsWindowWin32.cpp:                context = 
wglCreateContextAttribsARB( _hdc, 0, attribs );
./src/osgViewer/GraphicsWindowWin32.cpp:                    
reportErrorForScreen( "GL3: wglCreateContextAttribsARB returned NULL.",

So only X11 and Win32.  What platform are you using?

Robert.



On Thu, 11 Apr 2019 at 00:32, Rowley, Marlin R 
<marlin.r.row...@lmco.com<mailto:marlin.r.row...@lmco.com>> wrote:
We are trying to run the graphics debugger called ‘RenderDoc’.  It’s spitting 
out an error message after we create a window and it’s device context.  I’ve 
been looking through the osg code to find a function called 
CreateContextAttribs().  I can’t seem to locate it. My idea is to override 
where it’s used or refactor something into the code where we can call the 
function ourselves.

In the meantime, I’m setting the traits->glContextVersion = “3.3” in our 
graphics application but RenderDoc is still shouting “Context not created via 
CreateContextAttribs.  Capturing disabled.”

-M

----------------------------------------
Marlin Rowley
Software Engineer, Staff
[cid:image002.jpg@01D39374.DEC5A2E0]
Missiles and Fire Control
972-603-1931 (office)
214-926-0622 (mobile)
marlin.r.row...@lmco.com<mailto:marlin.r.row...@lmco.com>

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