New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
OpenGL Support #8
Comments
Have you tried using RenderDoc for debugging? We are Adopting this as our preferred frame debugging tool.
…________________________________
From: Juan Linietsky <notifications@github.com>
Sent: Tuesday, November 21, 2017 3:41:51 PM
To: GPUOpen-Tools/Radeon-GPUProfiler
Cc: Subscribed
Subject: [GPUOpen-Tools/Radeon-GPUProfiler] OpenGL Support (#8)
Would love to optimize Godot Engine<https://github.com/godotengine/godot> better for AMD but, as we focus on being general purpose and prioritize compatibility, we use OpenGL 3.3.
This tool does not seem to support OpenGL debugging, and the previous one (GPU PerfStudio) is unmaintained and unusable (crashes constantly for me). There is simply no way to optimize for AMD for us, then?
—
You are receiving this because you are subscribed to this thread.
Reply to this email directly, view it on GitHub<#8>, or mute the thread<https://github.com/notifications/unsubscribe-auth/APz1EHRlVrLGFCvJY9d6gmN6egosHzODks5s4zWPgaJpZM4QmdRd>.
|
@callan-amd Ah sorry (I fixed my original post a bit ago, but you replied by mail) RenderDoc is for debugging, I need profiling shaders, occupancy, etc. |
OpenGL Support would be awesome |
Would also love to have OpenGL support. I'm a contributor on The Dark Mod, and having better profiling tools. |
I think it's time to close this issue now since there's no future with OpenGL and the industry are working towards deprecating it in the end. |
Yeah, you'd be surprised to see the amount of GL 3.0 Core code out there. It's even more important to optimize legacy platforms than modern ones. Having a deeper understanding and better tools is always something to strive for, so if you don't need it, that's fine. ¯\_(ツ)_/¯ We want to support as many customers as possible in a cross-platform way and OpenGL is (still) the right tool for the job in Windows, Linux, macOS and Nintendo Switch. By jumping between five to six programs with different pros and cons we can get half of a decent tool. If anything OpenGL needs better debug layers and reporting. |
Frankly, many IHVs would vehemently disagree with this sentiment so good luck with trying to convince them of your case ...
That's hardly true anymore. OpenGL applications are constantly getting broken on macOS so there's no guarantee that what an author ships today will work after the next update. The Nintendo Switch is not a good reason to use OpenGL since the platform has a relatively short lifespan which is why many developers would rather opt to use NVN instead. If you wanted to support as 'many' customers in the literal sense then you wouldn't be using OpenGL since it was never designed with industry consensus in mind hence it's shoddy state of support from most vendors. |
Okay, that's your subjective view based on theory, while I'm talking about tangible, shipping products. |
If "shipping products" involves supporting legacy code then hardware vendors aren't interested and sure enough we might as well agree to disagree. |
AMD perfstudio works with OpenGL but it's deprecated and I can't find where to download it for windows. |
Would love to optimize Godot Engine better for AMD but, as we focus on being general purpose and prioritize compatibility, we use OpenGL 3.3.
This tool does not seem to support OpenGL profiling, and the previous one (GPU PerfStudio) is unmaintained and unusable (crashes constantly for me). There is simply no way to optimize for AMD for us, then?
The text was updated successfully, but these errors were encountered: