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Debugging Direct3D in your app. Rudolph Balaz Senior Program Manager 3-141. Introduction. This is a different type of presentation. Valuable for developers of all Direct3D expertise levels. Covering single most important developer feedback. Windows 8.1 Preview/Visual Studio 2013 Preview.
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Debugging Direct3D in your app Rudolph Balaz Senior Program Manager 3-141
Introduction • This is a different type of presentation. • Valuable for developers of all Direct3D expertise levels. • Covering single most important developer feedback. • Windows 8.1 Preview/Visual Studio 2013 Preview. • Foundation for solid/reliable graphics tools.
Agenda • Preventing common errors. • Debugging your graphics. • Validating before release.
Overview of key tools • Debug Layers. • Ships in Windows SDK. • Direct3D control panel. • Ships in Windows SDK. • Naming/tracing. • Used by debug layers and other tools. • WARP. • Ships in Windows/implements features before hardware. • Visual Studio graphics debugging.
Demo: recap • Demo: • Debug layer validation. • Find memory leaks. • DirectX control panel. • Force feature level. • Common bugs. • How to use debug layers in your app. • “Templates/samples” now use layers for debug builds. • How to annotate your code for tools. • Name Direct3D objects. • Tag sequences of Direct3D APIs for future analysis. • Special advanced scenarios. • Multithreading—device is multithreaded, context is not.
DemoDebugging your graphics.Visual Studio graphics debugging.
Demo: recap • Demo: • Basic visual studio usage. • Performance improvements. • Pipeline. • Call stacks. • Shaderdebugging. • What is new. • More reliable and works with more types of applications. • Remote graphics debugging for ARM. • Capture/playback on different hardware. • Available in Visual Studio Express 2013 for Windows 8.1.
DemoValidating your applications.Get your game running everywhere.
Demo: recap • Discuss differences. • 10L9. • Normal map bias. • Gamma blending hardware. • Compressed textures. • Multiple monitors. • Demo use simulator for. • Display rotation. • Scale. • And DPI. • Hardware differences. • Key is testing. • Diverse set of hardware. • Use the simulators for hardware you don’t have.
Summary • Use debug layers. • Preventing common errors early. • Annotate and name—do it now. • You will be glad you did it later. • Use Visual Studio graphics debugging. • Especially for that hard-to-repro problem. • Testing across all hardware types. • Test ever feature level and across hardware generations. • Use WARP for conformance and feature level testing.
Give us your feedback! • What? • Are you interested in having an impact on the future user experiences in Visual Studio? Come help us shape the future. • When & where? • Schedule a time with us vsdr@microsoft.com • Room 254 South Moscone, West Mezzanine Level • Why? • Your input and feedback will influence future Microsoft Visual Studio tools
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