[Bf-committers] gDEBugger GDC Video: Advanced OpenGL, OpenGL ES and OpenCL debugging and profiling using gDEBugger
Konrad Wilhelm Kleine
konrad at konradwilhelm.de
Fri Mar 26 08:25:55 CET 2010
maby BuGLe can turn out to be helpful:
Am 25.03.2010 00:34, schrieb Yves Poissant:
> Not cheap but very usefull indeed. It is no magic however. You need to
> already have experience with OpenGL, The debugger can flag missused or
> overused API calls as well as deprecated OpenGL APIs. Several statistics are
> reported too. The most usefull output is the OpenGL calls dump per frame.
> With instrumentation drivers on the graphics card, it is informative to
> watch different counters while the appliaction is running.
> That said, this debugger is not a replacement for true application profiler.
> The trial version is quite crippled but it can give you a good idea of what
> it can do. You can obtain another 7 days trial extension from the company.
> For proper evaluation, you will need constant use for several days in order
> to fully understand all the tools it includes. No need for special build
> versions for your application. The debugger intercept all calls to the
> OpenGL driver.
> One interresting discovery I made while using this debugger is that all the
> OpenGL optimizing tricks that were presented at Siggraph in previous years
> do not apply with the new graphics cards. These tricks are oftentime
> detrimental to optimizing OpenGL on new GPUs. So take care with old
> optimizing advises you will find on the web.
> One issue I found with the locked version is that if you want to profile OGL
> on different graphics cards, you need to change the graphics card and its
> drivers on that locked-on computer. Not an easy proposition. That said, you
> can buy 3 locked licence for the price of a floating one.
> Also, for the price of that tool, it is not a tool that I constantly use. I
> use it for short but intensive profiling periods and then don't use it for
> loooong period of times. So if I had to pay for the tool myself (my employer
> did), I would think more than twice. Especially given that now that I've
> used this profiler, I have a pretty good idea of how I would profile an
> OpenGL application without the tool and just by using the instrumentation
> drivers for OpenGL and the profiling API that are provided for free by
> I'm not aware of any truely equivalent free software anywhere. There are
> some remnents of such free tools from the times of SGI OpenGL but they are
> essentialy of no use today.
> ----- Original Message -----
> From: "Dalai Felinto" <dfelinto at gmail.com>
> To: "bf-blender developers" <bf-committers at blender.org>
> Sent: Wednesday, March 24, 2010 12:38 PM
> Subject: Re: [Bf-committers] gDEBugger GDC Video: Advanced OpenGL,OpenGL ES
> and OpenCL debugging and profiling using gDEBugger
>> gdebugger has a trial for 7 days and is cross-plataform. The price is not
>> cheap ($790 Node Locked and $2450 Floating - * Linux has only floating)
>> I believe they are other tools out there that can do similar and are open
>> software. Not sure about interface, performance, ...
>> 2010/3/24 Dalai Felinto <dfelinto at gmail.com>
>>> Hi folks,
>>> I watched the following video and I'm quite impressed:
>>> In BGE current profiling the whole Rasterizer is keep as an unique entry.
>>> With this debugger you can actually see where is the actual bottleneck
>>> (Fragment, Vertex, ...). The same can be applied for Blender I believe.
>>> When I find time I'll try to run it on simple BGE demos. I have a feeling
>>> that this can help to fix some bugs we have (e.g. alpha flickering). Also
>>> from a user perspective, that sounds as a handy tool to help
>>> game optimization (assuming we can tackle the main BGE GL problems that
>>> be present).
>>> Maybe an interesting GSOC for someone? (to implement openGL Rasterizer
>>> profile and fix/optimize BGE openGL errors)?
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