If you have an Nvidia card and are using a sufficiently new version of opengl you can debug shaders in Visual Studio, but those are some significant limitations. It would also be nice to have a reference driver to help distinguish buggy driver behavior. ________________________________ From: ibmir...@gmail.com <ibmir...@gmail.com> on behalf of Ilia Mirkin <imir...@alum.mit.edu> Sent: Thursday, July 14, 2016 12:34:26 PM To: Rob Conde Cc: Roland Scheidegger; mesa-dev@lists.freedesktop.org Subject: Re: [Mesa-dev] GLSL Debugging
Note that various GPUs (definitely NVIDIA ones, but I think others too) also include instruction stepping/breakpoints/etc functionality. However it's never been clear to me how that sort of thing could be effectively exposed to userspace. -ilia On Thu, Jul 14, 2016 at 12:29 PM, Rob Conde <rob.co...@ai-solutions.com> wrote: > I'll take a look at that. The idea would be to be able to step through a > shader and watch values etc. > > > Rob > > ________________________________ > From: Roland Scheidegger <srol...@vmware.com> > Sent: Thursday, July 14, 2016 12:26:58 PM > To: Rob Conde; mesa-dev@lists.freedesktop.org > Subject: Re: [Mesa-dev] GLSL Debugging > > Am 14.07.2016 um 15:25 schrieb Rob Conde: >> Hello, >> >> It occurred to me that the llvmpipe might be a good basis for a GLSL >> debugger. Has anyone thought about this and how it might be approached? >> >> >> Rob Conde > > I'm not entirely sure what exactly you want to debug, but if you just > want to know what happens inside a shader softpipe is MUCH easier to > follow with the interpreted shaders. Maybe llvmpipe is easier (at least > for some things) than real hardware but investigating the jitted > assembly is not that easy. > > Roland > > > _______________________________________________ > mesa-dev mailing list > mesa-dev@lists.freedesktop.org > https://lists.freedesktop.org/mailman/listinfo/mesa-dev >
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