Forums - (solved) Having profiler grab frame causes android APP to fail at glUseProgram

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(solved) Having profiler grab frame causes android APP to fail at glUseProgram
DevDot
Join Date: 28 Jan 12
Location: Apeldoorn
Posts: 5
Posted: Sun, 2012-01-29 09:51

Hi, I can succesfully grab frames and see the API calls if only glClear-ing and state chanes etc. (this is GLES2.0, fully shader based app)

However, when using glUseProgram it fails (does not mater what program). This only occurs with the profiler attached.

Can this be because of us using NVidia (GTX 570) card on the PC side (cant get the grapher to work, so maybe thats it, but it strikes me as odd that the android side would fail because of it)?

[edit]: *solved* got it working.

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DevDot
Join Date: 28 Jan 12
Location: Apeldoorn
Posts: 5
Posted: Sun, 2012-01-29 09:57

Forgot to mention: device used is HTC Evo 3D, PC platform is Vista 32

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[email protected] (not verified)
Posted: Wed, 2012-02-01 12:57

What was the issue? I just assigned someone to look into this, because this behavior is really strange, so it'd be nice to know what the resulution was. Thanks!

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DevDot
Join Date: 28 Jan 12
Location: Apeldoorn
Posts: 5
Posted: Sat, 2012-02-04 03:14

Hi Dave,

Problem was related to running a development version of the app which strictly checks for GLErrors, thus also at glUseProgram (the 'crash' just was an exception thrown because of that, I didnt notice that at first, being focussed on the PC side with the new tool).

If the returned error is simply ignored, it happily continues (both the app and profiler).

With the nvidia 570 card of about 20 of my shaders, only one gives a preview (the others do not show at all, just glClearColor showing); so my theory would be that if a shader fails on the PC/Profiler side because of compatibility issue with nvidia, that gets relayed back to the glUseProgram result (even though the shader and GL state run okay on the android side). 

Hope this helps, 

Its a great tool b.t.w!

 

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