iOS Tools, Profiling, and Debugging
https://developer.apple.com/documentation/metal/tools_profiling_and_debugging
Tools, Profiling, and Debugging
Build a Metal function library at the command line, or use Xcode to debug issues, and improve performance.
Framework
- Metal
Topics
Files and Libraries
See information and steps to create Metal shaders and shader libraries.
About the Metal Shading Language Filename Extension
Use the .metal
filename extension to gain access to Metal’s build, profile, and debug tools.
Building a Library with Metal’s Command-Line Tools
Use command-line tools to run the Metal compiler toolchain.
Frame Capture
View a summary of the Metal commands you submit in a single frame and drill down on specific areas for development and debugging purposes.
Metal GPU Capture
Use Xcode tools or Metal API to capture a runtime snapshot of your app’s Metal commands and state.
Labeling Metal Objects and Commands
Assign meaningful labels to your Metal objects and commands so you can easily identify them in the call list of a captured frame.
Seeing a Frame’s Render Passes with the Dependency Viewer
View your render passes as a flow chart and inspect individual resource dependencies to understand which commands wait on others to complete.
Debugging
Use a suite of tools to debug and develop Metal shaders.
Inspecting Vertices with the Geometry Viewer
Find problems with geometry by navigating a free-fly camera outside of your camera’s frustum and checking vertex values.
Resolving Shader Issues with the Shader Debugger
Step through shader execution with the ability to inspect variable values and update shader code in place.
Profiling and Metrics
Use informational panels to suggest the best use of your optimization effort and the biggest performance wins.
GPU Activity Monitors
Use Xcode or macOS tools to view a high-level summary of the GPU activity of your app or a Mac.
Optimizing Performance with the Shader Profiler
View the elapsed execution time of individual statements in your shader to understand where it spends the most time.
Viewing Performance Metrics with GPU Counters
Ensure that properties related to an encoder’s rendering are within the desired range.
Viewing Pipeline Statistics of a Draw
See relative percentages of where a given draw call spent its time across the GPU architecture.
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