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March 31st, 2009
Graphic Remedy launched the first official version of gDEBugger Mac at this year’s Game Developers Conference, held in San Francisco, 23-27 March. On Tuesday March 24, gDEBugger Mac was demonstrated in the Khronos Developer University full-day tutorial area. A fully functional trial version of gDEBugger Mac is now available for download.
gDEBugger is an OpenGL Debugger and Profiler. It traces application activity on top of the OpenGL API, lets programmers see what is happening within the graphics system implementation to find bugs and optimize OpenGL application performance.
gDEBugger Mac brings all of gDEBugger’s Debugging and Profiling abilities to the Mac OS X OpenGL developer’s world. gDEBugger now runs on Windows, Mac OS X and Linux operating systems.
Posted in Business, Developer Resources, Press | Tags: Debugging, gDEBugger, Mac OS X | Write a comment
February 27th, 2009
The new gDEBugger V4.5 adds the ability to view texture MIP-map levels. Each texture MIP-map level’s parameters and data (as an image or raw data) can be displayed in the gDEBugger Texture and Buffers viewer. Browse the different MIP-map levels using the Texture MIP-map Level slidergDEBugger V4.5 also introduces support for 1D and 2D texture arrays. The new Textures and Buffers viewer Texture Layer slider enables viewing the contents of different texture layers. This version also introduces notable performance and stability improvements.
gDEBugger, an OpenGL and OpenGL ES debugger and profiler, traces application activity on top of the OpenGL API and lets programmers see what is happening within the graphics system implementation to find bugs and optimize OpenGL application performance. gDEBugger runs on Windows and Linux operating systems, and is currently in Beta phase on Mac OS X.
http://www.gremedy.com
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January 22nd, 2009
Graphic Remedy is proud to announce the upcoming release of gDEBugger for Mac OS X. This new product brings all of gDEBugger’s Debugging and Profiling abilities to the Mac OpenGL developer’s world. Using gDEBugger Mac will help OS X OpenGL developers optimize their application performance: find graphics pipeline bottlenecks, improve application graphics memory consumption, locate and remove redundant OpenGL calls and graphics memory leaks, and much more. Visit the gDebuggerMac home page to join the Beta Program, see screenshots and get more details.
gDEBugger, an OpenGL and OpenGL ES debugger and profiler, traces application activity on top of the OpenGL API, and lets programmers see what is happening within the graphics system implementation to find bugs and optimize OpenGL application performance. gDEBugger runs on Windows, Linux and Mac OS X operating systems.
Posted in Business, Developer Resources | Tags: Apple, Debugging, Mac OS X, Profiling, Tools | Write a comment
December 3rd, 2008
The new gDEBugger V4.4 adds in-depth analysis of OpenGL memory usage by tracking graphics memory allocated objects, their memory consumption and allocation call stacks. Also new in this version are graphics memory leak detection and the ability to break on them.
Using these new features will enable OpenGL and OpenGL ES developers to optimize their applications’ memory consumption and improve overall application performance.
gDEBugger, an OpenGL and OpenGL ES debugger and profiler, traces application activity on top of the OpenGL API, lets programmers see what is happening within the graphics system implementation to find bugs and optimize OpenGL application performance. gDEBugger runs on Windows and Linux operating systems. (Graphic Remedy Website)
Posted in Developer Resources | Tags: Debugging, gDEBugger, OpenGL | Write a comment
May 25th, 2008
The new gDEBugger V4.1 adds Geometry Shader Support and enables developers to view allocated geometry shader objects, shader source code and properties. It also allows the developer to Edit and Continue shaders on the fly. Support for the new ATI (AMD) driver performance metrics infrastructure has been added. This integration enables users to view ATI performance metrics such as hardware utilization, vertex wait for pixel, pixel wait for vertex, overdraw and more. These performance metrics together with gDEBugger’s Performance Analysis Toolbar provide a powerful solution for locating graphics system performance bottlenecks. gDEBugger, an OpenGL and OpenGL ES debugger and profiler, traces application activity on top of the OpenGL API, letting programmers see what is happening within the graphics system implementation to find bugs and optimize OpenGL application performance. gDEBugger runs on Microsoft Windows and Linux operating systems. (http://www.gremedy.com)
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April 2nd, 2008
The new gDEBugger V4.0 introduces gDEBugger Linux. This new exciting product adds 32-bit and 64-bit Linux Support, bringing all of gDEBugger’s debugging and profiling abilities to the Linux OpenGL developers’ world. A new Texture and Buffer Viewer has been added. This Viewer allows you to view textures, static buffers and pbuffers as images or raw data in its original format, including non-RGB data formats (float, depth, integer, luminance, etc). This version also includes significant performance improvements. gDEBugger, an OpenGL and OpenGL ES debugger and profiler, traces application activity on top of the OpenGL API to let programmers see what is happening within the graphics system implementation to find bugs and optimize OpenGL application performance. (http://www.gremedy.com)
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September 4th, 2007
gDEBugger is an OpenGL Debugger and Profiler. It provides the application behavior information a developer needs to find bugs and to optimize application performance. gDEBugger Linux brings all of gDEBugger’s debugging and profiling abilities to the Linux OpenGL developers’ world. gDEBugger Linux is now available as a final beta version. This version includes all gDEBugger’s features and supports the Linux i386 and x86_64 architectures. gDEBugger Linux official version will be released shortly after Graphic Remedy receive feedback from the field and fix any reported issues. (http://www.gremedy.com/gDEBuggerLinux.php)
Posted in Developer Resources | Tags: Debugging, gDEBugger, OpenGL, Profiling, Software Development, Tools | Write a comment
August 16th, 2007
On 4-5 August 2007, San Diego hosted the annual Graphics Hardware conference. GPGPU figured prominently in three papers:
- As transistors get smaller, their transient failure rates increase. Future architectures must adapt to address the resulting reliability problems. Jeremy Sheaffer presented a paper demonstrating a hardware-based redundancy approach to ensure reliability on GPGPU applications. (“A Hardware Redundancy and Recovery Mechanism for Reliable Scientific Computation on Graphics Processors”. Jeremy Sheaffer, University of Virginia; David Luebke, NVIDIA Research; Kevin Skadron, University of Virginia.)
- Magnus Strengert presented a generic, minimally intrusive, and application-transparent GLSL debugger that operates transparently to the application. In it, shader debugging is performed on a per-draw call level; it allows singlestepping and the inspection of arbitrary variable content. Linux code is available and Windows code is expected by the end of the year. (“A Hardware-Aware Debugger for the OpenGL Shading Language”. Magnus Strengert, Thomas Klein, and Thomas Ertl, University of Stuttgart.)
- One critical need for GPGPU developers is a library of general-purpose building blocks for GPU computation. Shubhabrata Sengupta presented a paper describing a GPU implementation of the “scan primitives” and their use in novel GPU implementations of quicksort, efficient sparse matrix-vector multiplication, and tridiagonal matrix systems. This paper won the Best Paper award and the authors are preparing an open-source release. (“Scan Primitives for GPU Computing”. Shubhabrata Sengupta, UC Davis; Mark Harris, NVIDIA Corporation; Yao Zhang, UC Davis; John D. Owens, UC Davis.)
All Graphics Hardware 2007 papers are available in the ACM digital library. In addition, the GH07 program page contains slides for all talks as well as two keynote talks (Chas. Boyd of the Microsoft DirectX team: “Mass Market Applications of Data-Parallel Computing” and Michael Jones, chief technologist of Google Earth: “GPUs for the true mass market”) and vendor talks from AMD and NVIDIA about their latest processors (AMD Radeon HD 2900 and NVIDIA’s Tesla).
Posted in Events, Research | Tags: Conferences, Data-Parallel, Debugging, Hardware Redundancy, Papers | Write a comment
November 7th, 2006
Graphic Remedy is proud to announce the release of gDEBugger Version 3.0. This new major version supports OpenGL V2.1 standards and contains ATI Hardware Performance Counters (Percentage Hardware busy, Transform Clip Lighting unit busy, etc.) integration. These counters are displayed in the Performance Graph and Performance Dashboard Views. V3.0 also adds the option for Floating Licenses with a dedicated License Server. The new version can be downloaded from http://www.gremedy.com/download.php.
Posted in Developer Resources | Tags: Debugging, gDEBugger, Profiling, Tools | Write a comment
October 4th, 2006
The OpenGL ARB and Graphic Remedy have crafted an Academic Program to make the full featured gDEBugger OpenGL debug toolkit available for use in your daily work and research – free of charge! gDEBugger is a powerful OpenGL and OpenGL ES debugger and profiler delivering one of the most intuitive OpenGL development toolkits available for graphics application developers. The ARB.Graphic Remedy Academic Program will run for one year during which time any OpenGL developer who is able to confirm they are in academia will receive an Academic gDEBugger License from Graphic Remedy at no cost. This license will be valid for one year and will include all gDEBugger software updates as they become available. Academic licensees may also optionally decide to purchase an annual support contract for the software at a reduced rate. For further information, visit:
http://academic.gremedy.com and
http://www.opengl.org/pipeline/article/vol001_3/”.
Posted in Developer Resources | Tags: Debugging, gDEBugger, Profiling, Tools | Write a comment