renderdoc
renderdoc copied to clipboard
Investigate practicality of geometry shader debugging
As in the title, in theory the inputs and outputs - while more complex than vertex, pixel and compute shaders - are more manageable than hull/domain shaders.
We'd need to extract the input primitive and show some kind of list of outputs for the emit & cut instructions.
And here I was, wondering what am I doing wrong that I can't debug geometry shaders. :) Hehe.
In case you were accepting votes for what to take up next, I cast mine on this. ;)
+1 upvote. :)