Debugging shaders
#1
Hi,

I've recently tried to make some custom shaders. Very simple unlit color and unlit texture. I've ran into some issues. Mainly when the mesh trying to use the material had mismatched layout.

For example, I had SimpleMesh<PositionNormalTexture> and material with required layout InputLayoutType.Position | InputLayoutType.TextureCoordinate. Of course, this should not work, the expected buffer is obviously wrong, but is there a way to throw an exception or log a warning? 

Also is it possible to debug the shaders on per frame/pixel basis (using NSight or VS graphics debugger)? Since ab3d is embedded in WPF, it did not seem to correctly recognize the used device (it was trying to attach itself to D3D9 from WPF).

Thank you,
Janovsky Roman
  


Messages In This Thread
Debugging shaders - by janovrom - 06-17-2021, 08:43 AM
RE: Debugging shaders - by abenedik - 06-17-2021, 11:16 AM
RE: Debugging shaders - by janovrom - 06-18-2021, 10:21 AM
RE: Debugging shaders - by janovrom - 06-18-2021, 02:06 PM

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