Title
A hardware-aware debugger for the OpenGL shading language
Abstract
The enormous flexibility of the modern GPU rendering pipeline as well as the availability of high-level shader languages have led to an increased demand for sophisticated programming tools. As the application domain for GPU-based algorithms extends beyond traditional computer graphics, shader programs become more and more complex. The turn-around time for debugging, profiling, and optimizing GPU-based algorithms is now a critical factor in application development which is not addressed adequately by the tools available. In this paper we present a generic, minimal intrusive, and application-transparent solution for debugging OpenGL Shading Language programs, which for the first time fully supports GLSL 1.2 vertex and fragment shaders plus the recent geometry shader extension. By transparently instrumenting the shader program we retrieve information directly from the hardware pipeline and provide data for visual debugging and program analysis.
Year
Venue
Keywords
2007
Graphics Hardware
application domain,visual debugging,modern gpu rendering pipeline,hardware-aware debugger,high-level shader language,application development,opengl shading language,debugging opengl shading language,hardware pipeline,recent geometry shader extension,gpu-based algorithm,shader program,3d computer graphics,hardware architecture,program analysis,computer graphic
Field
DocType
ISBN
Programming language,Multiple Render Targets,Fixed-function,Computer graphics (images),Graphics pipeline,Computer science,HLSL2GLSL,OpenGL Shading Language,Unified shader model,Shading language,Computer hardware,Shader
Conference
978-1-59593-625-7
Citations 
PageRank 
References 
2
0.45
5
Authors
3
Name
Order
Citations
PageRank
Magnus Strengert122113.43
Thomas Klein220.45
Thomas Ertl34417401.52