Comments (4)
What is the advantage of doing this over saving the file locally on the device? I've been using the local file approach for many years with apitrace/patrace and never seen an advantage from the network streaming solution of vktrace.
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The client-server mode would be intended for capture scenarios with limited disk space or limited file system access on the capture device. It would be an optional mode, disabled by default. The current method of saving the file locally would remain the default.
from gfxreconstruct.
Adding some kind of network functionality to GFXReconstruct may be out of scope. However, we know we currently use fseek
on captures in some processing scenarios. In order to enable e.g. streaming capture files to an Android device that would be too large for the device's filesystem or just so that the copy step can be skipped, we should get rid of any limitation that prevents receiving a stream for replay or one of the tools.
from gfxreconstruct.
An implementation note. Components which have hardcoded writes to files could be changed to stream to our existing OutputStream
, and at the top level of tools like optimize, they could be given a FileOutputStream
(I have a FileNoLockOutputStream
on a branch I hope to land soon) as a first step in incrementally moving over to our streaming future. Later additions of possible NetworkOutputStream
, USBDebugIfaceOutputStream
, ..etc. would then have a clean place to plug in. Thankfully we already use the streaming interface for capture of both DX12 and Vulkan.
framework\util\output_stream.h
framework\util\file_output_stream.h
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Related Issues (20)
- VK_EXT_frame_boundary not enabled during replay when --offscreen-swapchain-frame-boundary is enabled HOT 2
- Virtual swapchain and screenshot features are incompatible with protected-capable device queues HOT 1
- [capture] Crash in Sascha's geometry shader sample HOT 8
- Add Android-specific hints and tips to HOWTO_android.md
- Correct typo in HOWTO_android.md HOT 1
- --api <api> command line option of gfxrecon-replay.exe
- Handle use of AHB on Android without QueuePresent with FrameBoundary as frame HOT 1
- fullscreenexclusive causes inconsistent replay failure
- Trimming shaderobjects trace causes replay failure
- Linux custom path installation is somewhat broken
- Add macOS entry to Release Packages GitHub Action
- Ensure GFXR builds for macOS x86_64 HOT 4
- Sign resulting DSOs so they can be loaded into signed apps like vkcube shipped with SDK HOT 1
- Add macOS entry to BUILD.md
- Add macOS entry to README.md HOT 1
- Put static libraries for compressors for ARM and x86 macOS in external/precompiled
- [capture] Why capture failed with hwui=skiavk? HOT 4
- ray-tracing captures are not tracked correctly HOT 1
- Support --fwo(--force-windowed-origin) on xcb, xlib, wayland and metal
- Support --fw(--force-windowed) on Vulkan
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