Add pages on graphics debugging and profiling#11253
Add pages on graphics debugging and profiling#11253Calinou wants to merge 1 commit intogodotengine:masterfrom
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contributing/development/debugging/using_graphics_debuggers.rst
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Needs rebase after #11188. |
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TODO: - Document how to make use of markers in RenderDoc. Using `--verbose` doesn't seem to suffice for Vulkan on Linux at least (although it works on Windows in NSight). - Document how to access shader sources in RenderDoc. Using `--generate-spirv-debug-info` currently doesn't work due to an engine bug. - Document Radeon GPU profiling in graphics profiling page. - Document Radeon Memory Visualizer in graphics profiling page.
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I think it's a great first step, should we try to get this merged as is / after rebase and leave the other TODOs for a future PR? |
| Additionally, when running Godot through a graphics debugger, you should | ||
| always run it using the ``--generate-spirv-debug-info`` | ||
| :ref:`command line argument <doc_command_line_tutorial>`. Otherwise, source-level | ||
| shader debugging won't work. |
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I think this isn't needed if users are using a debug build. So the above paragraph may also be incorrect
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I have checked the source it's not always enabled in debug builds: https://github.com/godotengine/godot/blob/c3058391d7bd1a13481c393061c164c24ec99685/drivers/vulkan/rendering_device_driver_vulkan.cpp#L566-L568
However, the option is unused in D3D12 since it's not supported there: https://github.com/godotengine/godot/blob/c3058391d7bd1a13481c393061c164c24ec99685/modules/glslang/register_types.cpp#L75-L81
When it comes to D3D12, we need to document use_pix=yes in the Compiling for Windows documentation, as it's not enabled by default, even in debug builds.
Edit: Done in #11657.
This documentation is aimed at new and returning rendering contributors (as well as users wishing to get more information than with Godot's own visual profiler). It aims to describe basic usage of GPU debugging/profiling tools on Godot projects.
TODO
Render Sky) in RenderDoc. Starting Godot with--verbosedoesn't seem to suffice for Vulkan on Linux at least (although it works on Windows in NSight).--generate-spirv-debug-infocurrently doesn't work due to an engine bug.