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Investigate practicality of geometry shader debugging

Open baldurk opened this issue 9 years ago • 2 comments

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.

baldurk avatar Jan 23 '15 18:01 baldurk

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. ;)

inequation avatar Jan 29 '16 12:01 inequation

+1 upvote. :)

cugone avatar Dec 07 '20 20:12 cugone