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 <[email protected]> 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" <[email protected]> > To: "Yves Poissant" <[email protected]>; "bf-blender developers" > <[email protected]> > 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" <[email protected]> > >> To: "bf-blender developers" <[email protected]> > >> 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 <[email protected]> > >>> > >>>> 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 > >>> [email protected] > >>> http://lists.blender.org/mailman/listinfo/bf-committers > >> > >> _______________________________________________ > >> Bf-committers mailing list > >> [email protected] > >> http://lists.blender.org/mailman/listinfo/bf-committers > >> > > _______________________________________________ > Bf-committers mailing list > [email protected] > http://lists.blender.org/mailman/listinfo/bf-committers > _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
