Enabling Nvidia Tegra Graphics Debugger

Hi,

I’m trying to figure out how to properly include Nvidia Tegra debugging libraries.

I figures out how to add static library:

PublicAdditionalLibraries.Add(Path.Combine(third_party_path, "libNvidia_gfx_debugger_stub.a"));

And I also need to modify UseTegraGraphicsDebugger in UEBuildAndroid.cs so that GLESv2 and EGL wouldn’t get added to libraries list, but I can’t figure out how to properly add tegra debugger dynamic .so libraries so that they get packaged with the APK. PublicDelayLoadDLLs and RuntimeDependencies seems to do nothing on android PublicAdditionalLibraries is only meant for static libraries.

Do I need to modify UEDeployAndroid.cs to copy .so files to libs folder, or do I need to add it to list of exta packaged non-cooked folders and then add that folder to PublicLibraryPaths?

Here is what you need to do to use the Tegra debugger:

  1. In UEBuildAndroid.cs changed UseTegraGraphicsDebugger() to return true. This will remove GLESv2 and EGL linking and enable the LibraryPaths.Add(“F:/NVPACK/android-kk-egl-t124-a32/stub”) I commented out.
  2. Uncomment the line and fix the path to where you will put:

stub/libNvidia_gfx_debugger_stub.a
Stripped_libNvPmApi.Core.so
Stripped_libNvidia_gfx_debugger.so

  1. In UEDeployAndroid.cs, uncomment the code in CopyGfxDebugger() and fix the paths on the File.Copy lines

That should do it.

I’ve successfully added “.so” files to the build and linked against the stub library, by uncommenting that code, but I do get lots of assertion failures now:

  • AndroidOpenGLPrivate.h:90 - check(!GPUFamily.IsEmpty());

  • OpenGLDevice.cpp:926 - check(PlatformOpenGLCurrentContext(PlatformDevice) == CONTEXT_Shared);

  • OpenGLViewport.cpp:228 - check(PlatformOpenGLCurrentContext(OpenGLRHI->PlatformDevice) == CONTEXT_Shared);

Did you have any problems with debug libraries returning wrong “GL_RENDERER” or “EGLContext”?

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