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EXTERNAL: Re: EXTERNAL: Re: EXTERNAL: Re: Where is CreateContextAttribs() being used?


 
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Rowley, Marlin R
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PostPosted: Thu Apr 11, 2019 3:47 pm    Post subject:
EXTERNAL: Re: EXTERNAL: Re: EXTERNAL: Re: Where is CreateContextAttribs() being used?
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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

Missiles and Fire Control
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From: osg-users <> On Behalf Of Sebastian Messerschmidt
Sent: Thursday, April 11, 2019 9:49 AM
To: 'OpenSceneGraph Users' <>
Subject: EXTERNAL: Re: 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 < (
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Sent: Donnerstag, 11. April 2019 16:24
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Subject: Re: 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

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Marlin Rowley
Software Engineer, Staff

Missiles and Fire Control
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From: osg-users < (
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Sent: Thursday, April 11, 2019 9:01 AM
To: 'OpenSceneGraph Users' < (
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Subject: EXTERNAL: Re: 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


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Sent: Donnerstag, 11. April 2019 14:52
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Subject: Re: 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.

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Marlin Rowley
Software Engineer, Staff

Missiles and Fire Control
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From: osg-users < (
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Sent: Thursday, April 11, 2019 7:16 AM
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Subject: EXTERNAL: Re: 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 < (
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Quote:

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

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PostPosted: Thu Apr 11, 2019 6:45 pm    Post subject:
EXTERNAL: Re: EXTERNAL: Re: EXTERNAL: Re: Where is CreateContextAttribs() being used?
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On Thu, Apr 11, 2019 at 5:46 PM Rowley, Marlin R < (
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Quote:

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.



  Well, it's not just the GLSL version, you need to create a context that either can or can not handle non-core  FFP functions. So, outside of your shaders, even other pieces of OSG code could be requiring non-core features. You'd need to build OSG and osgEarth with the proper build options to completely remove their utilization of any non-core abilities, and then make sure you (or OSG) create a core-only Context.
 
Quote:

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.



Debugging shader local variables in-situ is a pretty weak point of GLSL. 


My recommendation is to try to create a toy program that replicates the critical part of your code, as debugging there will be a lot easier, and then you can apply the fix to your larger environment. Working within OSG and osgEarth can be very daunting when things aren't working the way you expect.


 
Quote:


 
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