OpenGL API Call Trace Reduction with the Minimizing Delta Debugging Algorithm
Debugging an application that uses a graphics API and faces a rendering error is a hard task even if we manage to record a trace of the API calls that lead to the error. Checking every call is not a feasible or scalable option, since there are potentially millions of calls in a recording. In this paper, we focus on the question of whether the number of API calls that need to be examined can be reduced by automatic techniques, and we describe how this can be achieved for the OpenGL API using the minimizing Delta Debugging algorithm. We present the results of an experiment on a real-life rendering issue, using a prototype implementation, showing a drastic reduction of the trace size (i.e., to less than 1‰ of the original number of calls) and positive impacts on the resource usage of the replay of the trace.
Fri 18 NovDisplayed time zone: Beijing, Chongqing, Hong Kong, Urumqi change
11:00 - 12:30 | Test Automation Efficiency 2A-TEST at SRC GLR Chair(s): Niels Doorn Open Universiteit and NHL Stenden University of Applied Sciences | ||
11:00 30mTalk | An Online Agent-based Search Approach in Automated Computer Game Testing with Model Construction A-TEST Samira Shirzadehhajimahmood , Wishnu Prasetya Utrecht University, Frank Dignum Umea University, Mehdi Dastani Pre-print | ||
11:30 30mTalk | OpenGL API Call Trace Reduction with the Minimizing Delta Debugging Algorithm A-TEST Daniella Bársony University of Szeged, Department of Software Engineering | ||
12:00 30mTalk | Iterating the Minimizing Delta Debugging Algorithm A-TEST |