[Bf-committers] gDEBugger GDC Video: Advanced OpenGL, OpenGL ES and OpenCL debugging and profiling using gDEBugger

Erwin Coumans erwin.coumans at gmail.com
Fri Mar 26 23:14:01 CET 2010


There is also glslDevil for Windows and Linux
http://www.vis.uni-stuttgart.de/glsldevil/

And GLIntercept
http://glintercept.nutty.org/

Cheers,
Erwin

<http://www.vis.uni-stuttgart.de/glsldevil/>

On 26 March 2010 14:59, Yves Poissant <ypoissant2 at videotron.ca> wrote:

> Interesting. I wonder if I missed this tool because I work on Windows. From
> the features and screenshots, I'd say this is doing a lot of what gDEbugger
> is doing. It seems to also do OGL call log. Personally, this is the feature
> I found the most usefull, by far.
>
> Yves
>
> ----- Original Message -----
> From: "Konrad Wilhelm Kleine" <konrad at konradwilhelm.de>
> To: "Yves Poissant" <ypoissant2 at videotron.ca>; "bf-blender developers"
> <bf-committers at blender.org>
> Sent: Friday, March 26, 2010 3:25 AM
> Subject: Re: [Bf-committers] gDEBugger GDC Video: Advanced OpenGL, OpenGL
> ES
> and OpenCL debugging and profiling using gDEBugger
>
>
> > Hi,
> >
> > maby BuGLe can turn out to be helpful:
> > http://www.opengl.org/sdk/tools/BuGLe/
> >
> > Konrad
> >
> > 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
> >> Nvidia.
> >>
> >> 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.
> >>
> >> Yves
> >>
> >> ----- 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
> >>
> >>
> >>> Complementing:
> >>> 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)
> >>> but
> >>> I believe they are other tools out there that can do similar and are
> >>> open
> >>> software. Not sure about interface, performance, ...
> >>>
> >>> Cheers,
> >>> Dalai
> >>>
> >>> 2010/3/24 Dalai Felinto <dfelinto at gmail.com>
> >>>
> >>>> Hi folks,
> >>>> I watched the following video and I'm quite impressed:
> >>>> http://nvidia.fullviewmedia.com/gdc2010/13-avi-shapira.html
> >>>>
> >>>> 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
> >>>> may
> >>>> be present).
> >>>>
> >>>> Maybe an interesting GSOC for someone? (to implement openGL Rasterizer
> >>>> profile and fix/optimize BGE openGL errors)?
> >>>>
> >>>> Cheers,
> >>>> Dalai
> >>>>
> >>>> http://blenderecia.orgfree.com
> >>>>
> >>> _______________________________________________
> >>> Bf-committers mailing list
> >>> Bf-committers at blender.org
> >>> http://lists.blender.org/mailman/listinfo/bf-committers
> >>
> >> _______________________________________________
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>
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