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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