Debugging and Performance Measurement Techniques
Debugging failures and reverse engineering an implementation, as well as measuring the performance of a system once it has been authored, are as important as writing new code. Vulkan is a vast and complicated API and, more than ever, knowing how to debug it is paramount. In this chapter, we will explore several recipes on how to debug and inspect your implementation. We will also demonstrate how to measure the performance of your implementation once you can display an image onscreen. After all, graphics programming is all about extracting the last drop of performance from the hardware and Vulkan was designed to help you do just that.
In this chapter, we’re going to cover the following main topics:
- Frame debugging
- Naming Vulkan objects for easy debugging
- Printing values from shaders in Vulkan
- Intercepting validation layer messages
- Retrieving debug information from shaders
- Measuring performance in...