Shader Debugging in VS 2019 for DX11

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1 comment, last by Endurion 3 years, 8 months ago

Simplified I'm using DX11 in C++. On an older Windows 10 installation I could debug through my shader code (captured a frame, chose a pixel, stepped through the vertex and pixel shader).

But on my new machine, whenever I want to enter a shader I get this message:

Enable GPU disassembly via View->Options->Graphics Diagnostics->Enable gather of GPU Disassembly.

However there is no such option. Shaders are compiled with the current fxc.exe with debug information (which, as said before, worked fine on a different PC).

So what could be the issue with this?

Details: Visual Studio 2019, latest version (16.7.2)

Fruny: Ftagn! Ia! Ia! std::time_put_byname! Mglui naflftagn std::codecvt eY'ha-nthlei!,char,mbstate_t>

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Found the problem, it was me all along! I had not set up PowerShells execution-policy to run local scripts, which ended up in my shaders actually not compiling with debug information. Arghh.

Works fine now!

Fruny: Ftagn! Ia! Ia! std::time_put_byname! Mglui naflftagn std::codecvt eY'ha-nthlei!,char,mbstate_t>

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