Skip to main content
gamedev.net
🔒 Locked

Debug tools

Started by 51mon Jan 16, 2007 at 11:47 AM 1 replies 550+ views
Original Post
51mon
51mon
Hi I have had a lot of problems using PIX, it almost not works at all. Does anybody have an opinion regarding if the December release of the SDK has a more stable PIX than the October release (which I'm using)? Otherwise I’m thinking of going back to a directx version where you can debug the shader inside visual studio, does anybody know the last release when you where able to do that? Thanks
jollyjeffers
jollyjeffers
PIX is under active development these days, so where possible you should fire off repro .pixrun (etc..) files to directx@microsoft.com. It'd be nice if they magically fixed all the problems on their own, but if they don't know of a particular problem then they're unlikely to fix it [smile]

That aside... the main incompatability with the VS debugger was VS itself, and I think it was still in the SDK until fairly recently. I can't imagine you'd have to roll-back too far...

fwiw, I just peeked in the Feb '06 archive and it seems to have some "DirectX Extensions" in the Bin folder that aren't in my later August '06 SDK install...

hth
Jack
<hr align="left" width="25%" />
Jack Hoxley <small>[</small><small> Forum FAQ | Revised FAQ |
daviangel
daviangel
According to latest release notes you need an SDK from aug 2006 or earlier:
PIX for Windows

In the August 2006 and later SDKs, PIX has the following issues:

* Some of the advanced features of the surface viewer in the PIX detail pane require a minimum of shader model 2.0 hardware.
* PIX currently does not capture D3DX10 API calls. The Direct3D 10 API calls that the D3DX10 APIs make will be captured and can be replayed.
* The pixel history feature does not currently support point, line, and instancing primitive types, which will be supported in a future release. Pixel history currently only works on non-multisampled render targets but support for multisampling will be added in a future release.
* You cannot view Direct3D objects from the context menu until they are valid. To make an object valid, select an event in the render pane (or any other detail pane) after the object is created.
* The "Modify D3D Device," "Modify Draw Calls," and "Save Device State" actions do not yet work for Direct3D 10 devices.
* For applications that use Direct3D 10, full stream capture only works when the trigger is "Program Start."
Shader Debugging in Visual Studio 2005

In the August 2006 and later SDKs, the shader debugging functionality of the DirectX Extensions for Visual Studio® does not work with Visual Studio 2005.

Yeah i thought they would've fixed it by now too.
[size="2"]Don't talk about writing games, don't write design docs, don't spend your time on web boards. Sit in your house write 20 games when you complete them you will either want to do it the rest of your life or not * Andre Lamothe

Topic Locked

This topic has been locked by a moderator. New replies are not allowed.

Sign in to reply to this topic.