gltrim Introduced

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Trimming apitrace workload captures for better Mesa testing
Apitrace is a very good tool for recording the OpenGL calls of applications so that one can debug OpenGL issues and test performance and the correctness of the rendering without having access to the application. The latter is already done in the mesa CI. However, especially with games, because of intros, menus, and loading screens the traces can become rather large before the actual, interesting rendering happens. This puts a heavy computational burden on the CI runners that could be avoided if the trace could be trimmed to just render the frame(s) of interest. As an alternative RenderDoc exists that can be use to capture and replay exactly one frame, but it doesn’t support compatibility contexts, a feature that is used by many games.
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Collabora talk enhancing apitrace with gltrim to get replayable cut traces | GamingOnLinux
Developers working across different areas of Linux are always looking for ways to squeeze a bit more performance, and it seems Collabora came up with a new way to performance test with upgrades to apitrace.
For those unaware: apitrace is a set of tools for tracing, replaying and inspecting calls to various APIs like OpenGL and a fair amount of Direct3D too. It's a way for developers to see what's really going on and then perhaps optimize.
Collabora have announced in a fresh blog post 'gltrim', which is a new tool that has been added to apitrace "that is designed to trim traces to user selected target frame(s)". There's already one such tool available but they say the benefit here is that "resulting traces can always be replayed".
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