Regarding replay going out of bounds of the screen even when replayed on same device - eglretrace (using waffle)
Arun Sl
arun.sl at tcs.com
Fri Apr 11 04:02:05 PDT 2014
Hello Jose,
You are correct.
inital frames have the call as follows:
glViewport(x = 0, y = 0, width = 960, height = 540) {this fits phone
screen correctly}
while at a later stage I am getting the following calls in the same trace
file.
glViewport(x = 0, y = 0, width = 1366, height = 768) {this gives partial
visual of an enlarged image on screen}
Can I handle this situation in someway in apitrace?
Thanks & Regards
Arun S L
From:
José Fonseca <jose.r.fonseca at gmail.com>
To:
Arun Sl <arun.sl at tcs.com>
Cc:
Apitrace list <apitrace at lists.freedesktop.org>
Date:
04/11/2014 12:01 PM
Subject:
Re: Regarding replay going out of bounds of the screen even when replayed
on same device - eglretrace (using waffle)
Sent by:
"apitrace" <apitrace-bounces at lists.freedesktop.org>
eglretrace/glretrace infer the rendering size from glViewport calls (when
no FBO is bound). See
https://github.com/apitrace/apitrace/blob/master/BUGS.markdown#retracing
Maybe the game is using glViewport with sizes larges than the actual
screen, misleading the egl/glretrace.
Jose
On Fri, Apr 11, 2014 at 3:34 AM, Arun Sl <arun.sl at tcs.com> wrote:
Hello All,
I have tried to replay "Reign of Amira" on the same device as I took trace
using eglretrace binary and waffle library (Android 4.2.2)
The issue that I am facing is that after the initial logo of the game the
replay goes beyond the screen size. I feel the game uses some call to
change the resolution of the screen run time (this is my guess). Is this
something we have to handle in code?
If someone can give me hints appropriately in code, we can maybe improve
the replay rendering.
I was also thinking if we can use this mechanism to maybe replay games to
the screen size(irrespective of which screen size the game is traced) /
orientation of any device.
Thanks & Regards
Arun S L
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