OpenGL API call trace reduction with the minimizing Delta debugging algorithm

Daniella Bársony
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引用次数: 1

Abstract

Debugging an application that uses a graphics API and faces a rendering error is a hard task even if we manage to record a trace of the API calls that lead to the error. Checking every call is not a feasible or scalable option, since there are potentially millions of calls in a recording. In this paper, we focus on the question of whether the number of API calls that need to be examined can be reduced by automatic techniques, and we describe how this can be achieved for the OpenGL API using the minimizing Delta Debugging algorithm. We present the results of an experiment on a real-life rendering issue, using a prototype implementation, showing a drastic reduction of the trace size (i.e. to less than 1 of the original number of calls) and positive impacts on the resource usage of the replay of the trace.
OpenGL API调用跟踪减少与最小化Delta调试算法
调试使用图形API并面临渲染错误的应用程序是一项艰巨的任务,即使我们设法记录导致错误的API调用的跟踪。检查每个电话不是一个可行的或可扩展的选项,因为在录音中可能有数百万个电话。在本文中,我们关注的问题是需要检查的API调用的数量是否可以通过自动技术来减少,我们描述了如何使用最小化增量调试算法来实现OpenGL API。我们展示了一个真实渲染问题的实验结果,使用一个原型实现,显示了跟踪大小的急剧减少(即少于原始调用数量的1),并对跟踪重播的资源使用产生了积极影响。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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