GPU Frame Capture

Frame capture question.. I'm only seeing addresses in the call stack. This is a debug build without optimizations. Is there a specific compiler setting that will include the methods?


Thanks!

Bumping this... Any ideas? All we get is the address list of the call stack, but no links to the procedures. This is in XCode 7.0.1 running against a device with 8.4 and another with 9.0.2. Thank you!

Same here 😟 No idea how to fix this.

Still an issue in XCode 7.1 against a 9.1 iPad Mini 4.. Any known work around... it really slows things down when trying to find the source of a call.

Also.. Seems like the timings aren't being shown for the GLSL programs. Again, against an iPad Mini 4 and XC 7.1 (App Store Version). Wondering how to get these fantastic tools back.

Is Debug Information Format (in Build Options) set to DWARF or DWARF with dSYM File? If the former can you try switching to the latter?


Cheers,
Seth.

Is your app using multiple GL contexts? Shader profiling is not supported for frames that include multiple contexts.


Cheers,

Seth.

Hi Seth-

Thanks for the note (didn't get a notification that there were any responses or would have replied sooner). it is currently DWARF w/Dsym. Something to note.. the GL calls are in a statically linked library (which we maintain) and it's also set to DWARF w/Dsym. The configuration is that the library is a project in the workspace and is a dependency of the main project, so all the source is available and the entire codebase is built each time, but technically the draw calls are being made in a library. The library is all in C++.

Is there something about that config that woudl cause the issue?

Thank you!

Thanks for the info. I suspect the static library may be what is tripping us up. Can you file a radar?


Cheers,

Seth.

GPU Frame Capture
 
 
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