hi
I have a gtx 570M , visual studio 2008 and Nsight version 3.0 and am running a C++ application that uses OpenGL and GLSL shaders.
I can do a Start Performance Analysis under Nsight which pretty much shows me system api calls (glGetError etc) and their durations in a timeline.
I was hoping to do more shader debugging - beakpoints or timelines on what happens inside the shader. I specifically want to see where the shader is having a bottle neck.
is this supported at all?
thanks