Graphics Card Shader Testing via Automated Color Output

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Solution Overview

Problem

Developing an effective method to test graphics programs executable on graphics cards is challenging due to the difficulty in debugging and logging within GLSL shaders, as they execute directly on the graphics card and produce color outputs, making it hard to add debugging information or analyze rendered images.

Innovation Solution

A method is implemented to automatically generate a test graphics program that executes on the graphics card, compares execution results to expected values, and outputs test results as color, allowing for direct visualization of pass or fail indications, and includes logging capabilities to retrieve variable values from the graphics card.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Speed

If GLSL shaders execute directly on graphics cards, then execution speed is improved, but debugging and logging capability deteriorates

Engineering Contradiction:
Improveshader execution speedVSAvoiddebugging capability
Core Design Contradiction:
SpeedVSEase of operation

Solution Approach 1:

The patent introduces an intermediary testing framework that acts as a mediator between the GLSL shader and the developer. This framework automatically generates test cases, manages the execution environment, and processes results without requiring direct debugging access to the shader code. The intermediary layer handles the complexity of testing while preserving the high execution speed of direct GPU execution.

Inventive Principle:
Principle #24Intermediary (Mediator)

Solution Approach 2:

The patent creates a copy of the shader program wrapped in a testing framework. Instead of modifying the original shader to add debugging code, the framework generates test cases that replicate the shader's functionality and automatically compare outputs. This copying approach allows testing without altering the performance-critical original shader code.

Inventive Principle:
Principle #26Copying

2Ease of operation

If developers add debugging information to GLSL programs, then ease of operation is improved, but the program structure becomes more complex

Engineering Contradiction:
Improvedebugging capabilityVSAvoidprogram structure
Core Design Contradiction:
Ease of operationVSDevice complexity

Solution Approach 1:

The patent segments the testing functionality from the shader program itself. Instead of embedding debugging code within the shader, the testing framework separates test case generation, execution, and result analysis into distinct components. This segmentation allows the original shader to remain simple and performance-optimized while the testing infrastructure handles complexity externally.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The testing framework provides self-service capabilities by automatically generating test cases based on shader inputs and outputs, automatically executing them on the graphics card, and automatically analyzing results. This eliminates the need for developers to manually write complex test programs or modify shader code, reducing overall structural complexity.

Inventive Principle:
Principle #25Self-service

3Measurement precision

If developers render entire scenes for analysis, then measurement precision is improved, but loss of time increases

Engineering Contradiction:
Improveoutput analysis accuracyVSAvoidtesting time
Core Design Contradiction:
Measurement precisionVSLoss of time

Solution Approach 1:

The patent extracts only the necessary test information from the complete rendering pipeline. Instead of rendering entire scenes for analysis, the framework extracts specific input values, expected outputs, and actual outputs directly from the shader execution. This extraction approach maintains measurement precision for critical parameters while dramatically reducing the time required by avoiding full scene rendering.

Inventive Principle:
Principle #2Taking out (Extraction)

Solution Approach 2:

The patent applies partial action by testing only the essential shader functionality rather than the complete rendering pipeline. The framework identifies and tests critical input-output relationships, skipping unnecessary rendering steps. This partial testing approach provides sufficient measurement precision for validation while significantly reducing testing time compared to full scene rendering.

Inventive Principle:
Principle #16Partial or excessive action

Data Source

PatentUS8842123B2Automatically testing a program executable on a graphics card
Publication Date: 2014.09.23 GOOGLE LLC
  • US8842123B2 patent drawing
  • US8842123B2 patent drawing
  • US8842123B2 patent drawing

AI summary

A graphics program executable on a graphics card is automatically tested. The graphics program is received at a computing device, and a test graphics program is generated based on the received graphics program. The test graphics program includes one or more additional instructions. The test graphics program is configured to execute the instructions of the received graphics program to generate an execution result, compare the execution result to a test value to generate a test result, and output the test result via the graphics card, where the test result is indicative of the test result. The test graphics program is executed on the graphics card, and the test result is automatically processed to provide, via the computing device, a test run indication corresponding to the test result.