Tracking graphics state for networked rendering
HWWS '00 Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
Chromium: a stream-processing framework for interactive rendering on clusters
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
A relational debugging engine for the graphics pipeline
ACM SIGGRAPH 2005 Papers
Detours: binary interception of Win32 functions
WINSYM'99 Proceedings of the 3rd conference on USENIX Windows NT Symposium - Volume 3
Total recall: a debugging framework for GPUs
Proceedings of the 23rd ACM SIGGRAPH/EUROGRAPHICS symposium on Graphics hardware
Debugging GPU stream programs through automatic dataflow recording and visualization
ACM SIGGRAPH Asia 2009 papers
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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.