4 Replies Latest reply on Dec 6, 2012 3:57 AM by dorono

    Few comments on CodeXL

    criccio

      1/ When browsing FBOs we can't directly see the content of the attachment, we need to use the RenderBuffers tab.

       

      2/ The display of DEPTH_SENCIL texture and renderbuffer is not working.

       

      3/ Texture multisample is not working.

       

      4/ More generally speaking the limited OpenGL coverage remains a stopper from using CodeXL

        • Re: Few comments on CodeXL
          kalyanpk

          Hi,

          thanks for using CodeXL.

           

          On Item#1, to open "Front Buffer", we need to double click to view in "GL Context Front Buffer" tab . This is expected behavior. Are you experiencing a different behavior?

           

          On Item#2, we would need more information on the issue that you are facing. can you please elaborate?

           

          On Item#3, This is a feature that is not currently supported in CodeXL. we have it in our TODO list.

           

          Thanks,

          Kalyan P

          • Re: Few comments on CodeXL
            dorono

            Hi,

            Would you care to detail what OpenGL coverage features you would like to see in CodeXL?

             

            Thanks,

             

            Doron Ofek

            Advanced Micro Devices


            The information presented in this document is for informational purposes only and may contain technical inaccuracies, omissions and typographical errors. Links to third party sites are for convenience only, and no endorsement is implied.

              • Re: Few comments on CodeXL
                nuclear.bro

                Hi,

                I would also add some feedback from our experience:

                 

                1. It would be nice to get predictable behavior with integer texture formats. Now we experience troubles in CodeXL (and in gDEBugger) when watching their raw data. It seems, only RGBA-complete formats are shown correctly (e.g. RGBA32UI, etc.) while R-, RG-, and RGB-type integer textures show all zeroes, or "Texture type unknown".

                 

                2. CodeXL hangs when double-click on textures that are associated with array buffers (GL_TEXTURE_BUFFER).

                 

                Thanks.

                  • Re: Few comments on CodeXL
                    dorono

                    Hi,

                    1. It would be nice to get predictable behavior with integer texture formats. Now we experience troubles in CodeXL (and in gDEBugger) when watching their raw data. It seems, only RGBA-complete formats are shown correctly (e.g. RGBA32UI, etc.) while R-, RG-, and RGB-type integer textures show all zeroes, or "Texture type unknown".

                    Noted. We'll look into this. Can you upload a sample application for us to test this on? (source files are not required but would be helpful if you can provide them)

                    2. CodeXL hangs when double-click on textures that are associated with array buffers (GL_TEXTURE_BUFFER).

                    We had an issue with texture buffers which is fixed in CodeXL 1.0 GA, released Dec-4. If you're using an earlier version please upgrade and let us know if the issue is resolved.

                     

                    Thanks,

                     

                    Doron Ofek

                    Advanced Micro Devices


                    The information presented in this document is for informational purposes only and may contain technical inaccuracies, omissions and typographical errors. Links to third party sites are for convenience only, and no endorsement is implied.