In-Place Shader Debugging via Interception Layer

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Solution Overview

Problem

Current methods for debugging and performance tuning in graphics applications are inefficient due to the lengthy process of re-compiling the entire application and identifying the source of anomalies in large shader codebases, which requires exiting and reproducing specific conditions.

Innovation Solution

An interception layer is introduced between the software application and the API to intercept and modify shader source code, allowing developers to pause, modify, and re-compile only the affected shader code without exiting the application, enabling in-place debugging and performance tuning.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Manufacturing precision

If the traditional method of exiting the application, modifying shader code, re-compiling the entire application, and running again is used, then the shader code can be modified and recompiled, but the turnaround time becomes excessively long (several minutes to several hours)

Engineering Contradiction:
Improveshader code modification accuracyVSAvoidturnaround time
Core Design Contradiction:
Manufacturing precisionVSLoss of time

Solution Approach 1:

The patent segments the compilation process by intercepting only the modified shader source code portions rather than re-compiling the entire application. The hot swapping mechanism allows individual shader modules to be compiled and swapped independently, dividing the monolithic re-compilation task into smaller, parallelizable units that can be processed much faster.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The patent performs preliminary actions by pre-compiling shader code variants and storing them in memory before they are needed. When a modification is made, the system can quickly swap between pre-compiled versions without triggering a full re-compilation, effectively preparing multiple versions in advance for rapid switching.

Inventive Principle:
Principle #10Preliminary action

2Reliability

If the entire application is re-compiled to modify shader code, then the modified shader can be tested, but the complexity of the re-compilation process increases

Engineering Contradiction:
Improveshader modification reliabilityVSAvoidre-compilation process complexity
Core Design Contradiction:
ReliabilityVSDevice complexity

Solution Approach 1:

The patent introduces an intermediary hot swapping mechanism that sits between the shader source code and the compilation process. This intermediary layer captures modified shader code, manages the compilation of only the affected portions, and handles the swapping of shader versions, thereby simplifying the overall process by isolating the complexity from the main application flow.

Inventive Principle:
Principle #24Intermediary (Mediator)

3Measurement precision

If the developer must reproduce specific conditions (location, camera angle, settings) to test shader modifications, then the anomaly can be verified, but the ease of operation decreases

Engineering Contradiction:
Improveanomaly detection accuracyVSAvoiddebugging ease
Core Design Contradiction:
Measurement precisionVSEase of operation

Solution Approach 1:

The patent enables continuous debugging operations by allowing the application to run uninterrupted while shader modifications are made and applied in real-time. The hot swapping mechanism maintains continuous shader execution without requiring the application to pause or restart, preserving the continuous flow of useful action while enabling modifications.

Inventive Principle:
Principle #20Continuity of useful action

Data Source

PatentUS8296738B1Methods and systems for in-place shader debugging and performance tuning
Publication Date: 2012.10.23 NVIDIA CORP
  • US8296738B1 patent drawing
  • US8296738B1 patent drawing
  • US8296738B1 patent drawing

AI summary

One embodiment of the present invention sets forth a system that allows a software developer to perform shader debugging and performance tuning. The system includes an interception layer between the software application and the application programming interface (API). The interception layer is configured to intercept and store source code versions of the original shaders included in the application. For each object in the frame, the interception layer makes shader source code available to the developer, so that the developer can modify the source code as needed, re-compile only the modified shader source code, and run the application. Consequently, shader debugging and performance tuning may be carried out in a manner that is more efficient and effective relative to prior art approaches.