[Mesa-dev] GLSL Debugging
imirkin at alum.mit.edu
Thu Jul 14 16:34:26 UTC 2016
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.
On Thu, Jul 14, 2016 at 12:29 PM, Rob Conde <rob.conde at 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.
> From: Roland Scheidegger <sroland at vmware.com>
> Sent: Thursday, July 14, 2016 12:26:58 PM
> To: Rob Conde; mesa-dev at lists.freedesktop.org
> Subject: Re: [Mesa-dev] GLSL Debugging
> Am 14.07.2016 um 15:25 schrieb Rob Conde:
>> 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.
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