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Institute for Visualization and Interactive Systems

glslDevil - OpenGL GLSL Debugger

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glslDevil - An OpenGL Shader Language Debugger

Screenshots     Usage     Known Issues     Downloads     References     Contact
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   Screenshots     

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   Usage     
OpenGL Trace:


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Buttons:
Execute target application and start debugging. The program stops at the first occurence of an OpenGL, GLX, or WGL call.
Kill target application and close active debug session.
Execute the current call as issued from the target application and step to the next call.
Do not execute the current call and jump to the next call.
Edit parameters of current function call before execution.
Execute application until the next debuggable draw call.
Execute application until the next GLSL shader switch.
Execute application until the next occurence of a user specified GL/GLX/WGL function call.
Execute application until further user interaction.
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.
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.
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:
Call is the current debug position. This function call was not executed so far.
Call was successfully executed as issued by the debugged application.
Call was executed with altered parameters.
Call was not executed by user request.
Call is part of a recorded draw call for shader debugging.

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

Shader Source:

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

Shader Variables:

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Tabs:

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.

Shows all built-in variables for the debugged GLSL shader type. All built-ins can be debugged at any statement of the shader code.

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:

Variable may have changed in between the last and the current debug target. If selected as watch item, the data gets updated automatically.

User-defined variable that is in the local scope of the current debug target.

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.

Shader Variables:

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Buttons:
Open new watch window and attach all selected watch items.
Attach the selected watch items to the currently active watch window.
Delete and detach the selected watch items.

Watch windows:

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Vertex shader:
Geometry shader:
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:
Show dialog for color mapping configuration.
List symbols:
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Bla Bla Bla Bla.
Selection Dialog:

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Color Coding:
Marks items following the true case.
Marks items following the false case.
Vertex shader:
Geometry shader:
Fragment shader:
Loop Dialog:

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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:
Geometry shader:
Fragment shader:
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