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#renderdoc — Public Fediverse posts

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  1. What I'd like to know is, is there a pre-existing tool to turn THIS into something more like THAT?

    Not necessarily with the names, but just without the superfluous variables everywhere.

    I did it by hand here, and this is one of the shorter, simpler shaders in ACNH. The interesting ones are much bigger.

    #renderdoc #opengl #glsl #spirv

  2. For #renderdoc is there no way to get its timeline to scale according to *actual time taken* rather than uniformly scaling it for every event as it does by default?

    #gamedev #indiedev

  3. It turns out I *can* in fact brain hard enough!

    Considering I started this task at 10:48 and finished around six after midnight, I'm starting to smell a pattern here. Something something best work at night?

    I took screenshots of the process too in case anyone's interested.

    #ProjectSpecialK #programming #cplusplus #VisualStudio2015 #opengl #glfw #optimization #renderdoc

  4. In order to debug the vertex generation for non-full voxel path tracing I switched over to simple ray casts as the shaders compile faster, allowing me to iterate more.

    Some time with Renderdoc debugging of the Vulkan compute shader has solved a few issues, and if you squint it almost looks alright.

    #Vulkan #RenderDoc #Voxels

  5. Ah, the joys of being a graphics programmer.

    I got a bug report that there are black artifiacts on every #AMD #GPU. My development machine has #NVIDIA and did not show any artifacts.

    Turns out there is an asset with unspecified vertex colours. And NVIDIA defaults to white while AMD defaults to black. At least in #OpenGL. I wouldn't be so mad if this didn't take me half a day to find in #RenderDoc.
    #GameDev

  6. Vulkan/DirectX beginners please use #Renderdoc. It can give you more insight on validation errors (like what's the value of a flag that is erroneous). I just fixed a bug for a fiverr client that was caused by a small code mistake but so hard to find without renderdoc's insight.
    Nevermind, don't use renderdoc, I need fiverr money :^)

    #Vulkan #DirectX

  7. OK is incredible.

    Assuming you managed to dive through the insanity of the glslang API¹, you can actually debug a single fragment shader from their form.

    Being able to observe the exact values of everything is absolute bliss.

    The debugger is basic but there is one incredible option: "Run forwards to NaN/Inf". This is going to be particularly useful to me and my gigantic shader full of nested loops.

    Note: this is not possible with OpenGL.

    ¹ github.com/KhronosGroup/glslan

  8. I've been skeptic about but the more I dig into it, the more I like it. Today while trying to make the shader debugger working, I found the shader editor (useful for live change debugging), and also the way to add a custom view on a texture by writing a custom shader snippet.

    Typical use case, here I have a signed distance texture, and I'm using a custom fragment (the sdf debug color scheme from Inigo Quilez) to display it. I love this.

  9. Got it working with UE5 on the weekend, so I can import a Renderdoc capture, extract the dispatches and debug it. Still pretty rough, but stepping through the UE5 Hi-Z build shader is awesome. Oh and the D3D12 capture is running in my Vulkan renderer! #UE5 #renderdoc

  10. Just discovered #renderdoc renderdoc.org, I've been looking for something like this for 18 months for OpenGL debugging! 😍 #gamedev

  11. Over the holiday break I've been tinkering with #RenderDoc, trying to add D3D12 pixel history support. It's fun to see it starting to come together, though there's a lot still to test and fix. 😅