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mattbee | 2 months ago
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?
mitchellh|2 months ago
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!
speps|2 months ago
pjmlp|2 months ago
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.
slightlygrilled|2 months ago
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...