glslDevil - An OpenGL Shader Language Debugger

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glslDevil Bla Bla Bla BlaBla Bla Bla BlaBla Bla Bla BlaBla Bla Bla BlaBla Bla Bla BlaBla Bla Bla BlaBla Bla Bla BlaBla Bla Bla BlaBla Bla Bla BlaBla Bla Bla BlaBla Bla Bla BlaBla Bla Bla BlaBla Bla Bla BlaBla Bla Bla BlaBla Bla Bla BlaBla Bla Bla BlaBla Bla Bla BlaBla Bla Bla BlaBla Bla Bla BlaBla Bla Bla BlaBla Bla Bla BlaBla Bla Bla BlaBla Bla Bla BlaBla Bla Bla BlaBla Bla Bla BlaBla Bla Bla BlaBla Bla Bla BlaBla Bla Bla BlaBla Bla Bla BlaBla Bla Bla BlaBla Bla Bla BlaBla Bla Bla BlaBla Bla Bla BlaBla Bla Bla BlaBla Bla Bla BlaBla Bla Bla BlaBla Bla Bla BlaBla Bla Bla BlaBla Bla Bla BlaBla Bla Bla BlaBla Bla Bla BlaBla Bla Bla BlaBla Bla Bla BlaBla Bla Bla BlaBla Bla Bla BlaBla Bla Bla BlaBla Bla Bla BlaBla Bla Bla BlaBla Bla Bla BlaBla Bla Bla BlaBla Bla Bla BlaBla Bla Bla BlaBla Bla Bla BlaBla Bla Bla BlaBla Bla Bla BlaBla Bla Bla BlaBla Bla Bla BlaBla Bla Bla BlaBla Bla Bla
   Screenshots     
screenshot
BlaBla Blub Bla BlaBla Blub Bla Bla

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BlaBla Blub Bla BlaBla Blub Bla Bla
   Usage     
OpenGL Trace:


BLA BLA bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla
Buttons:
glTraceExecute Execute target application and start debugging. The program stops at the first occurence of an OpenGL, GLX, or WGL call.
glTraceKill Kill target application and close active debug session.
glTraceStep Execute the current call as issued from the target application and step to the next call.
glTraceJump Do not execute the current call and jump to the next call.
glTraceEdit Edit parameters of current function call before execution.
glTraceJumpDrawCall Execute application until the next debuggable draw call.
glTraceJumpShaderSwitch Execute application until the next GLSL shader switch.
glTraceJumpUserDef Execute application until the next occurence of a user specified GL/GLX/WGL function call.
glTraceRun Execute application until further user interaction.
glTracePause Pause execution of the debugged application at the next GL/GLX/WGL function call.
If checked the debugger forces the target application to stop immediately after an OpenGL error occured.
glTraceNoGui If checked all GUI updates of the debugger are disabled until the target application stops again to ensure faster execution without loosing OpenGL trace information.
glTraceNoTrace If checked no debug data is transmitted to the debugger until the target application stops again. Fastest execution mode, but does not collect OpenGL trace data.
Function list icons:
glTraceIconArrow Call is the current debug position. This function call was not executed so far.
glTraceIconOk Call was successfully executed as issued by the debugged application.
glTraceIconEdit Call was executed with altered parameters.
glTraceIconJump Call was not executed by user request.
glTraceIconRecord Call is part of a recorded draw call for shader debugging.
glTrace

OpenGL Buffer View:
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Buttons:
glBufferCapture Capture the content of the color buffer currently used for OpenGL pixel reads.
glBufferCaptureAuto If checked a buffer read is performed automatically after each OpenGL call that possibly alters the buffer content.
glBufferSave Save the current displayed image to a file.
glBufferView

Shader Source:

bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla
Buttons:
glslSourceExecute Start debugging of the selected shader. Only availably if the current OpenGL function call is a debuggable draw call.
glslSourceKill Stop GLSL shader debugging and close all open watch windows.
glslSourceRestart Restart the GLSL shader debug session. All watch items and windows remain unchanged.
glslSourceStep Step into the current statement if possible, otherwise step forward to the next statement.
glslSourceStepOver Step to the next statement without further following the current statement.
glslSourceTests Configure OpenGL tests and buffer initialization for debugging.
glslSource

Shader Variables:

bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla
Tabs:
glslVariablesScope
Shows all user-defined variables that are in scope at the current debug statement or in scope of an entry of the debug parse stack. Any variable of this list can be debugged at the current state of the debugger.
glslVariablesBuiltIn
Shows all built-in variables for the debugged GLSL shader type. All built-ins can be debugged at any statement of the shader code.
glslVariablesAll
Shows all user-defined and built-in variables of the current GLSL shader. Variables can not be selected as watch item from this list.
List entries:
glslVariablesItemRed
Variable may have changed in between the last and the current debug target. If selected as watch item, the data gets updated automatically.
glslVariablesItemBold
User-defined variable that is in the local scope of the current debug target.
glslVariablesItemNormal
Built-in or user-defined variable that is not in the local scope of the current debug statement and was not affected by the last debug step.
glslVariables

Shader Variables:

bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla
Buttons:
glslWatchNew Open new watch window and attach all selected watch items.
glslWatchAttach Attach the selected watch items to the currently active watch window.
glslWatchDelete Delete and detach the selected watch items.
glslWatch

Watch windows:

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glslVSWin glslGSWin glslFSWin
Vertex shader:
Geometry shader:
glslGSWinType Toggle data input used for the scatter plot. If checked already emit vertices are shown, in the other case current data from each input primitive is used.
Fragment shader:
glslFSWinMapping Show dialog for color mapping configuration.
List symbols:
BLA BLA BLA BLA BLA BLA BLA BLA BLA BLA BLA BLA BLA BLA BLA BLA BLA BLA BLA BLA BLA BLA BLA BLA BLA BLA BLA BLA BLA BLA BLA BLA BLA BLA BLA BLA BLA BLA BLA BLA BLA BLA BLA BLA BLA BLA BLA BLA BLA BLA BLA BLA BLA BLA BLA BLA BLA BLA BLA BLA BLA BLA BLA BLA BLA
Bla Bla Bla Bla.
Selection Dialog:

bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla
Color Coding:
Marks items following the true case.
Marks items following the false case.
Vertex shader:
glslVSIf.png
Geometry shader:
glslGSIf.png
Fragment shader:
glslFSIf
Loop Dialog:

bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla
Color Coding:
Marks items continue to follow the next loop iteration.
Marks items that leave the loop due to the current loop condition.
Marks items already left the loop in a prior iteration.
Vertex shader:
glslVSLoop.png
Geometry shader:
glslGSLoop.png
Fragment shader:
glslFSLoop
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