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Thanks for the great list of resources for debugging gpu performance! Android GPU Inspector and http://shader-playground.timjones.io/ http://shader-playground.t
by uyt 5y ago
Thanks for the great list of resources for debugging gpu performance! Android GPU Inspector and http://shader-playground.timjones.io/ http://shader-playground.timjones.io/ all look pretty cool.
Do you have any other debugging tips or tooling recommendations for a complete graphics noob?
I have only done one webgl project before but that experience was pretty painful. When writing my first glsl shader I basically committed every performance sin possible. Like in your case, the slowness is hard to notice on a beefy desktop, it was only on mobile devices when it becomes apparent. My debugging process was then to comment out lines, rerun, and squint at the fps. There must be a better workflow than this!
(iirc, my issue was that I was using "discard" in my fragment shader which is apparently especially bad on powervr architectures https://stackoverflow.com/questions/8509051/is-discard-bad-for-program-performance-in-opengl https://stackoverflow.com/questions/8509051/is-discard-bad-f...)
- raphlinus 5y agoCommenting out lines, rerunning, and trying to get meaningful performance counters is pretty much my workflow, and, from what I've observed, not very uncommon. A tool like AGI should give at least somewhat better insight than just FPS though, as that is a crude measure that can conflate a lot of different things. There's a fair amount of academic work on GPU simulators, but a lot of the activity there seemed to be a few years ago. And in any case, I'm not sure how usable these are for tuning real workloads. If you have good hardware performance counters, those can give you almost as good information as you'd get out of a simulator. I think there's tremendous potential to do better tools in this space. I'm not quite sure what the business model is, though.