在启用DX12 API后,使用RenderDoc截帧出来的Texture,选取一个像素点后,其Debug按钮也是灰的,导致即便打开了ConsoleVariables.ini中有关shader调试的选项,也无法进行单步调试。 但是Microsoft家的PIX,可以在DX12的环境下对单个像素点进行调试。 首先从这里下载PIX:devblogs.microsoft.com
To debug a compute thread simply go to the compute shader section of the pipeline state viewer and enter the group and thread ID of the thread you would like to debug. This thread will be debugged in isolation with no other threads in the group running. This means there can be no synch...
2. 截帧后找不到完整渲染pass,UE命令行执行 r.rdg.asynccompute 0,详见YivanLee:虚幻5渲染编程(Tips)[RenderDoc Can't Capture in UnrealEngine5.3] 3. DX12无法调试shader,报错Shader debugging is not supported for DXIL shaders,查了下,应该有两种DXBC和DXIL,目前仅支持DXBC,详见How do I debug a shad...
Vertex, Pixel and Compute shader debugging. Vulkan Support for Vulkan 1.3 on Windows, Linux, and Android. Event markers and object naming both come from VK_EXT_debug_utils or deprecated VK_EXT_debug_marker. Vertex, Pixel, Mesh, and Compute shader debugging. Captures have a very limited amount...
It is accessed and used in exactly the same way as D3D11, vertices can be debugged from the mesh viewer and pixels from the texture viewer. Compute threads in dispatches can be debugged from the pipeline state, though note that the same proviso exists that only one compute thread is simul...
in exactly the same way as D3D11, vertices can be debugged from the mesh viewer and pixels from the texture viewer. Compute threads in dispatches can be debugged from the pipeline state, though note that the same proviso exists that only one compute thread is simulated when being debugged....
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A few people have asked me about having a central location for pending Qt work, particularly things that people could contribute. At the time of writing, there are large chunks of the UI that aren't finished, and so they are deliberately...
Debugging a Compute thread To debug a compute thread simply go to the compute shader section of the pipeline state viewer and enter the group and thread ID of the thread you would like to debug. This thread will be debugged in isolation with no other threads in the group running. This me...
For non-compute shaders each row has two buttons, one to go to the particular invocation (the pixel, or the vertex) and the other to debug the invocation. Clicking debug will set a breakpoint on the print statement and run to it immediately. For compute shaders the only option is to ...