GPU: Better integration with GPU debugging tools #105591
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Reference: blender/blender#105591
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Frame capture debugging tools like renderdoc or Xcode can currently
used to capture a full frame. During initial debugging this is fine
but when the cause is found a developer might want to focus on a
specific part of the code.
This proposal would allow better integration with GPU capture tools
using available extensions.
GPU_debug_capture_begin()
will start recording a capture.GPU_debug_capture_end()
will stop the recording.Where capture scopes define a capturable range within an application
which can be exposed to external tools to define a particular range
within which commands may occur.
The difference being capture begin/end would trigger immediately and
result in capture. Whereas a scope would not trigger a capture, but
allow the user to capture a range within an external tool (e.g. Xcode),
and then the first scope to be hit of the selected type would trigger.
Scopes could be created around certain places e.g. Overlay engine,
EEVEE engine, Workbench engine etc;
Developers can add calls to the functions during debugging to
focus on a specific shader/pass or other area.
This feature should only work when
--gpu-debug
is enabled as itrequires backend specific features to be enabled.
Benefits
manager when
--gpu-debug
is enabled so image rendering issues can also beresearched by users.
allowing faster debugging.
GPU: Better integration with frame capture toolsto GPU: Better integration with GPU debugging toolsLooks good, I can submit a PR with an initial implementation supporting capture in the Metal backend, with placeholders for other APIs.
I would also propose the following extension:
Capture Scopes
Where capture scopes define a capturable range within an application which can be exposed to external tools to define a particular range within which commands may occur.
The difference being capture begin/end would trigger immediately and result in capture. Whereas a scope would not trigger a capture, but allow the user to capture a range within an external tool (e.g. Xcode), and then the first scope to be hit of the selected type would trigger.
Scopes could be created around certain places e.g. Overlay engine, EEVEE engine, Workbench engine etc;
These might be similar to
This is used by the Blender in multiple places to organize the calls in a hierarchy.
I do like the naming of
GPU_debug_capture_scope_*
Debug groups are great for naming regions within a captured frame, a capture scope would likely be a temporary insertion similar to calling begin/end() Which do the same thing as capture begin/end but allow triggering and capturing of that region from the tools, rather than instantaneously in the code.
Which may be useful if for example you need to defer an EEVEE frame capture until you have loaded up a specific file, or configured the scene in a particular way for example.