Damn! Now I really have the feeling that I had my employer spend 800$ for a tool I could get for free.
Yves ----- Original Message ----- From: Erwin Coumans To: Yves Poissant ; bf-blender developers Sent: Friday, March 26, 2010 6:14 PM Subject: Re: [Bf-committers] gDEBugger GDC Video: Advanced OpenGL, OpenGL ES and OpenCL debugging and profiling using gDEBugger There is also glslDevil for Windows and Linux http://www.vis.uni-stuttgart.de/glsldevil/ And GLIntercept http://glintercept.nutty.org/ Cheers, Erwin 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
