The shader debugger supports shader debugging, including setting breakpoints and stepping into shader code. Launch the shader debugger for a pixel shader from the pixel-history tab. Launch the shader debugger for a vertex shader from the mesh tab.
To open the shader debugger, click on the Debug Pixel Shader link. Then find a draw call event that uses a pixel shader. This is easy to do by clicking on either draw button (which finds the next draw call) in the event view.
The shader debugger has three separate areas of functionality.
The shader debugger uses a toolbar with the following buttons.
Symbol | Name | Description |
---|---|---|
Back | Return to pixel history. | |
Go | Continue to the next breakpoint. | |
Restart | Restart execution at the beginning of the shader. | |
Step | Step to the next executable line of code. |
The shader debugger will always have a disassembly tab. If a shader contains debug information, there will be one or more additional source tabs.
To set a breakpoint in assembly, click down to the left of the line of code you want to stop at. Click on a breakpoint to get rid of it.
Use the buttons in the toolbar to navigate between breakpoints.
This table is a read-only display of shader registers. Once you have stopped on a shader instruction that changes a register value, the register list will be displayed in the table.