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Document known issues.
Issue 47.
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BUGS.markdown

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Reporting bugs
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==============
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Please report any issues on
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[github](https://github.com/apitrace/apitrace/issues).
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Before reporting, please skim through the known issues below.
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Always include the following information:
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Report any issues on [github](https://github.com/apitrace/apitrace/issues),
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always including the following information:
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* operating system name and version
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* OpenGL/D3D driver name and version
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Known issues
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============
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These are issues that the developers are already aware of, but for which there
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is no immediate plan to address them, because either:
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* they stem from architectural limitations that are difficult to overcome
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and/or time-consuming;
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* they are corners cases that are thought to be of very little practical use;
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* merely lack of time/opportunity.
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That said, feel free to file an issue and/or send an email to the mailing list
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if:
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* send an email to the mailing list if you want discuss the rationale, propose
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your ideas on how to address it, or volunteer to work on it;
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* file the issue in the issue tracker (or comment to it if it already exists)
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if it is important for you and you would like to see it addressed sooner
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rather than later.
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Tracing
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-------
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* Fake calls may be emitted in the trace, in order to provide complete
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information for retracing. The typical case is OpenGL vertex arrays in user
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memory (as opposed to VBOs): where glXxxPointer calls will be deferred,
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glInterleavedArrays will be decomposed, etc.
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This should not affect the rendered output, but it may use different paths in
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the OpenGL driver, exercising different paths and with different performance
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characteristics.
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There is no way to distinguish the fake calls from those actually
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made by the application yet.
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* On MacOSX, the internal OpenGL calls done by GLU are not traced yet.
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Retracing
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---------
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* glretrace needs to infer window sizes from glViewport calls, because calls
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that create/resize windows happen outside of OpenGL and are not traced.
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Therefore window will be missing if the application relies on the default
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viewport instead of explicitly invoking glViewport; or it will to too big if
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the window is shrunk. Most apps call glViewport before rendering.
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* OS specific OpenGL APIs (WGL, GLX, CGL, etc), are not retraced literally, but
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instead partially emulated. This is by design, to allow traces to be
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retraced on any OS, as the focus is on the OS-independent parts of OpenGL API.
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* There is no guarantee that the same visual that was used on tracing will be
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used for retracing OpenGL. Actually currently, glretrace will always choose
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a standard 32bit RGBA, 24bit depth, 8bit alpha, double buffer visual. Unless
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overridden on command line.
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* Multi-threaded OpenGL is not yet supported.
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* OpenGL context sharing is not fully respected -- all contexts are expected to
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share state, and most likely there
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GUI
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---
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* Not all types of arguments can be edited.
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Proprietary/confidential applications
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=====================================
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TODO.markdown

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* Support multiple threads
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* Leverage ARB_debug_output where available.
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* Leverage `ARB_debug_output` where available.
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* D3D support.
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of the frame.
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See also FIXME, TODO, and XXX comments on the source code.
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See also:
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* open issues on [github](https://github.com/apitrace/apitrace/issues)
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* _Known issues_ section in BUGS.markdown
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* FIXME, TODO, and XXX comments on the source code.

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