Summerize Chapter 23: Debugging & Profiling
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# Chapter 23: Debugging & Profiling
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As I read this book, I summarize what I think is wrong. If you think my comments are wrong then please let me know. We can dicuss more and update your opinion.
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## GPU frame capture
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Maybe you can't find Capture GPU Frame from the Action drop-down. Capture GPU Frame is renamed to **Capture GPU Workload**.
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This book mentions that you can capture GPU frame programmatically but the code isn't given.
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In Renderer.swift, in draw(in view:), add this at the top of this function:
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```
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let captureManager = MTLCaptureManager.shared()
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let captureDescriptor = MTLCaptureDescriptor()
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captureDescriptor.captureObject = Renderer.device
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do {
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try captureManager.startCapture(with: captureDescriptor)
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} catch {
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fatalError("error when trying to capture: \(error)")
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}
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```
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Add this at the bottom of this function:
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```
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captureManager.stopCapture()
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```
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If you want to know more, you can get more detail at [here](https://developer.apple.com/documentation/metal/debugging_tools/capturing_gpu_command_data_programmatically).
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@ -36,6 +36,7 @@ You can see color images in this book at [here](https://www.raywenderlich.com/bo
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* [Chapter 20: Advanced Lighting](https://github.com/daemyung/metal-by-tutorials/tree/main/20-advanced-lighting)
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* [Chapter 21: Metal Performance Shaders](https://github.com/daemyung/metal-by-tutorials/tree/main/21-metal-performance-shaders)
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* [Chapter 22: Integrating SpirteKit & SceneKit](https://github.com/daemyung/metal-by-tutorials/tree/main/22-integrating-spritekit-scenekit)
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* [Chapter 23: Debugging & Profiling](https://github.com/daemyung/metal-by-tutorials/tree/main/23-debugging-and-profiling)
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## Copyright
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