I'm not like a AAA game developer or anything so I don't know how it holds up in intense 3D environments, but for my use cases it's been absolutely amazing. To the point where I recommend people who are dabbling in GPU work grab a Mac (Apple Silicon often required) since it's such a better learning and experimentation environment.
I'm sure it's linked somewhere there but in addition to traditionally debugging, you can actually emit formatted log strings from your shaders and they show up interleaved with your app logs. Absolutely bonkers.
The app I develop is GPU-powered on both Metal and OpenGL systems and I haven't been able to find anything that comes near the quality of Metal's tooling in the OpenGL world. A lot of stuff people claim is equivalent but for someone who has actively used both, I strongly feel it doesn't hold a candle to what Apple has done.
But yes, when you're stumbling around a black screen, tooling is everything. Porting bits of shader code between syntaxes is the easy bit.
Can you get better tooling on Windows if you stick to DirectX rather than OpenGL?
My app doesn't currently support Windows. My plane was to use the full DirectX suite when I get there and go straight to D3D and friends. I lack experience at all on Windows so I'd love if someone who knows both macOS and Windows could compare GPU debugging!
https://devblogs.microsoft.com/pix/
This is yet another problem with Khronos APIs, expecting each vendor comes up with a debugger, some do, some don't.
At least nowadays there is RenderDoc.
On the Web after a decade, it is still pixel debugging, or trying to reproduce the bug on a native APIs, because why bother with such devtools.
Which offers the basics, but at least works across devices, you can also trigger the traces from code and save the output, then load in the extension. Very useful for debugging mobile.
You can just about run chrome through Nvidias Nsight (of course you're not debugging webgl, but the what ever its translated to on the platform), although I recently tired again and it seems to fail...
these where the command line args i got nsight to pass chrome to make it work
" --disable-gpu-sandbox --disable-gpu-watchdog --enable-dawn-features=emit_hlsl_debug_symbols,disable_symbol_renaming --no-sandbox --disable-direct-composition --use-angle=vulkan <URL> "
but yeah really really wish the tooling was better, especially on performance tracing, currently it's just disable and enable things and guess...
Running the whole browser rendering stack is a masochist exercise, I rather re-code the algorithm in native code, or go back into pixel debugging.
I would vouch the state of bad tooling, and how browsers blacklist users systems, is a big reason studios rather try out streaming instead of rendering on the browser.
My favourite though is safari, graphics driver crashes all the time, the dev tools normally crash as well, so you have zero idea what is happening.
And I've found when the graphics crash the whole browsers graphic state become unreliable until you force close safari and reopen.
I am writing compute shaders though, where one command buffer can run for seconds repeatedly processing over a 1GB buffer, and it seems the tools are heavily geared towards graphics work where the workload per frame is much lighter. (Will all the AI focus, hopefully they'll start addressing this use-case more).
This has been my experience too. It isn't often enough to diminish its value for me since I have basically no comparable options on other platforms, but it definitely has some sharp (crashy!) edges.
The project I'm mostly working on uses the wgpu crate, https://github.com/gfx-rs/wgpu, which may be of interest if writing cross-platform GPU code. (Though obviously if using Rust, not Zig). With it my project easily runs on Windows (via DX12), Linux (via Vulkan), macOS (via Metal), and directly on the web via Wasm/WebGPU. It is a "lowest common denominator", but good enough for most use-cases.
That said, ever with simple shaders I had to implement some workarounds for Xcode issues (e.g. https://github.com/gfx-rs/wgpu/issues/8111). But still vastly preferable to other debugging approaches and has been indispensable in tracking down a few bugs.
I don't know, buying a ridiculously overpriced computer with the least relevant OS on it just to debug graphics code written in an API not usable anywhere else doesn't seem like a good idea to me.
For anyone who seriously does want to get into this stuff, just go with Windows (or Linux if you're tired of what Microsoft is turning Windows into, you can still write Win32 applications and just use VK for your rendering, or even DX12 but have it be translated, but then you have to debug VK code while using DX12), learn DX12 or Vulkan, use RenderDoc to help you out. It's not nearly as difficult as people make it seem.
If you've got time you can learn OpenGL (4.6) with DSA to get a bit of perspective why people might feel the lower-level APIs are tedious, but if you just want to get into graphics programming just learn DX12/VK and move on. It's a lower-level endeavor and that'll help you out in the long run anyway since you've got more control, better validation, and the drivers have less of a say in how things happen (trust me, you don't want the driver vendors to decide how things happen, especially Intel).
P.S.: I like Metal as an API; I think it's the closest any modern API got to OpenGL while still being acceptable in other ways (I think it has pretty meh API validation, though). The problem is really that they never exported the API so it's useless on the actual relevant platforms for games and real interactive graphics experiences.
Have you tried RenderDoc for the OpenGL side? Afaik that's the equivalent of Xcode's debugger for Vulkan/OpenGL.
Its probably awesome to use Metal and everything but the vendor lock-in sounds like an issue.
Is anyone here doing Metal compute shaders on iPad? Any tips?
You also get UMR from AMD https://gitlab.freedesktop.org/tomstdenis/umr
There is also a bunch of other tools provided: https://gpuopen.com/radeon-gpu-detective/ https://gpuopen.com/news/introducing-radeon-developer-tool-s...
It's a little out of date now, but Lance Six had a presentation about the state of AMD GPU debugging in upstream gdb at FOSDEM 2024. https://archive.fosdem.org/2024/events/attachments/fosdem-20...
It's like the 3rd sentence in the blog post.......
I can certainly understand OP's confusion. Navigating parts of the GPU ecosystem that are new to you can be incredibly confusing.
This is exactly yet another reason why researchers prefer CUDA, to the alternatives.
Performance-wise, the 7900 xtx is still the most cost effective way of getting 24 gigabytes that isn't a sketchy VRAM mod. And VRAM is the main performance barrier since any LLM is going to barely fit in memory.
Highly suggest checking out TheRock. There's been a big rearchitecting of ROCm to improve the UX/quality.
AMD doesn't have a unified architecture across GPU and compute like nVidia.
AMD compute cards are sold under the Insinct line and are vastly more powerfull than their GPUs.
Supposedly, they are moving back to a unified architecture in the next generation of GPU cards.