Remote Graphics Debugger Client-Server Architecture

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Solution Overview

Problem

Debugging and performance tuning of graphics applications on remote devices, such as hand-held video game consoles and mobile phones, is cumbersome due to limited screen size and processing power, making it impractical to run graphical application debuggers alongside the applications, and existing methods are inefficient for diagnosing and correcting issues on these platforms.

Innovation Solution

A client-server system with a data communications protocol that allows a host component to execute on a host system, presenting a debugging interface and collecting data from a target component on the remote device, which records and transmits performance and execution state data, enabling developers to analyze and optimize the graphics pipeline remotely.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of operation

If a graphical application debugger is executed on the same system as the graphics application, then debugging functionality is provided, but the screen size of handheld devices is too small to provide a useful debugging interface and the device may not have sufficient processing power

Engineering Contradiction:
Improvedebugging interface usabilityVSAvoiddevice processing capability
Core Design Contradiction:
Ease of operationVSDevice complexity

Solution Approach 1:

The debugging system is segmented into two separate components: a host component that executes on the developer's computer and provides the debugging interface, and a target component that executes on the remote device and collects debugging data. This segmentation allows the complex debugging functionality to be separated from the limited-capability remote device, resolving the contradiction between providing useful debugging interface and maintaining device simplicity.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

A communication link acts as an intermediary between the host component and target component, transferring debugging data from the remote device to the developer's computer. This intermediary mechanism enables the debugging system to operate across devices with different capabilities, allowing the developer's computer to provide the debugging interface while the remote device simply collects and transmits data.

Inventive Principle:
Principle #24Intermediary (Mediator)

2Productivity

If the developer experiments by tweaking program source code and running the application locally, then diagnosis and resolution of issues is achieved, but the process becomes cumbersome and deployment to target devices is complicated

Engineering Contradiction:
Improvedebugging efficiencyVSAvoidtime for deployment and experimentation
Core Design Contradiction:
ProductivityVSLoss of time

Solution Approach 1:

The system establishes a feedback loop where the target component collects execution data from the graphics application on the remote device and transmits it to the host component. This feedback mechanism allows developers to observe actual performance and identify issues without repeatedly deploying and running the application locally, significantly reducing the time and effort required for debugging.

Inventive Principle:
Principle #23Feedback

Solution Approach 2:

Instead of physically deploying the application to multiple target devices for testing, the system creates a virtual copy of the execution environment on the developer's computer through the host component. The target component on the remote device transmits execution data to simulate the debugging experience, allowing developers to analyze performance without physical deployment to each device.

Inventive Principle:
Principle #26Copying

3Measurement precision

If an instrumented driver is used to record and transmit execution data, then performance analysis capability is enhanced, but additional processing requirements are imposed on the target device

Engineering Contradiction:
Improveexecution state data accuracyVSAvoidtarget device processing load
Core Design Contradiction:
Measurement precisionVSUse of energy by moving object

Solution Approach 1:

The instrumented driver implements partial action by selectively recording only the specific execution parameters and performance metrics that are relevant for debugging, rather than capturing all possible execution data. This partial approach provides sufficient measurement precision for identifying performance issues while minimizing the processing load on the target device's instrumented driver.

Inventive Principle:
Principle #16Partial or excessive action

Data Source

PatentUS7992137B2Client server system for analysis and performance tuning of remote graphics devices
Publication Date: 2011.08.02 NVIDIA CORP
  • US7992137B2 patent drawing
  • US7992137B2 patent drawing
  • US7992137B2 patent drawing

AI summary

Embodiments of the invention provide a data communications protocol and client server architecture used for the performance analysis and debugging of a graphics application running on a remote device. The remote device may be a hand-held video game console, a mobile phone, or convergence device, but may also be a personal computer system. A graphical application debugger may include a host component and a target component. The host component executes on a host system and presents a debugging interface to a developer. The target component may record data related to the performance of a graphics pipeline on the target device and transmit this data back to the host system over a communication link. The target component may be included as part of an instrumented version of a graphics device driver.