So, I have an OpenGL ES 2.0 app. It compiles and runs in the iPhone/iPad simulators, on a real iPhone/iPad, and under Windows using Imgtec's emulator libraries (i.e. PVRVframe).
In said app, I have one particular draw call that results in no pixels written to the target, even though all the state I can query looks sensible (viewport, depth test/stencil test/cull/blend off, framebuffer complete etc), and AFAICT I am submitting sensible vertex data.
What I'm after at this point is a Pix / GPAD - like tool that will let me step through the scene and review state I cannot directly query from OpenGL at the point of the draw call in question (e.g. actual vertex/index buffer content).
Neither PVRTrace nor the OSX instruments appear to capture enough state for debugging this kind of problem. In particular, they do not capture vertex/index buffer or texture data (OSX instruments doesn't capture shader source either).
gDEBugger, previously the answer to this sort of question on Stack Overflow, is now at version 5.8 - it's gone free, which is nice, but no longer supports OpenGL ES 2 (under Windows, no ES2-renderable config is available through EGL; under OSX, there is no way to attach the debugger to an app running either in the simulator or on the real device) - which is not as nice.
Am I missing something obvious? What are my options? How do others debug their scenes?
There are several OpenGL ES 1.1/2.0 debugging tools from GPU vendors. Almost these tools require real device, but Imagination Technologies provides an emulation libraries and a tracing tool which you used. Did you use PVRTrace with PVRVFrame?
(I believe that gDEBugger 5.7 is the best tool for debugging OpenGL ES 1.1/2.0. But it is no longer available...)
It's possible in Xcode since version 4.2, c.f. https://developer.apple.com/library/ios/documentation/DeveloperTools/Conceptual/WhatsNewXcode/Articles/xcode_4_2.html#//apple_ref/doc/uid/00200-SW5
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