There also exists cuda-gdb[1], a first-party GDB for NVIDIA's CUDA. I've found it to be pretty good. Since CUDA uses a threading model, it works well with the GDB thread ergonomics (though you can only single-step at the warp granularity IIRC by the nature of SM execution).
For NVIDIA cards, you can use NSight. There's also RenderDoc that works on a large number of GPUs.
Tangent: is anyone using a 7900 XTX for local inference/diffusion? I finally installed Linux on my gaming pc, and about 95% of the time it is just sitting off collecting dust. I would love to put this card to work in some capacity.
Non-AMD, but Metal actually has a [relatively] excellent debugger and general dev tooling. It's why I prefer to do all my GPU work Metal-first and then adapt/port to other systems after that: https://developer.apple.com/documentation/Xcode/Metal-debugg...
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.