Lines Matching full:replay
1 # ANGLE OpenGL Frame Capture and Replay
3 ANGLE currently supports a limited OpenGL capture and replay framework.
8 * EGL capture and replay is not yet supported.
11 * Capture and replay is currently only tested on desktop platforms.
12 * Binary replay is unimplemented. CPP replay is supported.
16 To build ANGLE with capture and replay enabled update your GN args:
22 Once built with capture enabled by default, ANGLE supports capturing OpenGL ES calls to CPP replay
25 property][CaptureTrigger] on Android. By default the replay will be stored in the current working
27 `angle_capture_context{id}_frame{n}.cpp`. Each GL Context currently has its own replay sources.
29 `angle_capture_context{id}_frame{n}.angledata`. Replay programs must be able to load data from the
41 * Can specify an alternate replay output directory. This can either be an
76 To run a sample replay you can use a template located in
86 See [samples/BUILD.gn](../samples/BUILD.gn) for details. Then build and run your replay sample:
93 ## Running a perf test replay (all platforms, including Android)
96 compile it as part of ANGLE's Trace Replay harness, which is part of `angle_perftests`.
128 For more comprehensive Android capture/replay documentation, see
182 5. Replay the capture on desktop
184 Until we have samples building for Android, the replay sample must be run on desktop.
185 We will also be plumbing replay files into perf and correctness tests which will run on Android.
227 A job unit is a test batch. Each test has to go through 3 stages: capture run, replay build, and
228 replay run. The test batch batches the replay build stage of multiple tests together, and the
229 replay run stage of multiple tests together.