actually debugging glsl shader


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?


Hi, User minidrive

Shader Debugging and Graphics Profiling and timing are supported in Nsight. You can refer to the doc for getting started.

Why you are still using Nsight Version 3.0? You could get a latest Nsight 4.2.