Forums - glDebugMessageInsert call messes up Resources window data

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glDebugMessageInsert call messes up Resources window data
Join Date: 2 Dec 20
Posts: 1
Posted: Wed, 2020-12-02 13:41

TLDR if your Resource window is showing incorrect data, try removing any glDebugMessageInsert calls.

In my Pixel 3 capture the Resources window was showing the data for the next draw call, instead of the selected one.  For example if I had two draw calls in my program:

  .. various gl calls ...
  glUseProgram ( program = 112)
  .. more gl calls ...

   ... bunch of gl calls...
   glUseProgram ( program = 115 )
   .. more gl calls ...


If I select the first draw call (glDrawElements ) in the Data Explorer window, it shows the resources for the second draw call (glDrawArrays) in the Resources window.  

Turns out I had a glDebugMessageInsert call earlier on, all the resource data before that was OK, but after that call it was off by one.  After I removed the glDebugMessageInsert call the Resources window showed the correct data.

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