From e922e85aa30d4b7445c45eeb93f1d15c01b5365d Mon Sep 17 00:00:00 2001 From: baldurk Date: Mon, 16 May 2016 15:42:42 +0200 Subject: [PATCH] Add a reference to where unstripped shader info is detailed --- docs/how/how_debug_shader.rst | 4 +++- 1 file changed, 3 insertions(+), 1 deletion(-) diff --git a/docs/how/how_debug_shader.rst b/docs/how/how_debug_shader.rst index 4e6585de4..5f52a3e70 100644 --- a/docs/how/how_debug_shader.rst +++ b/docs/how/how_debug_shader.rst @@ -6,7 +6,9 @@ This page goes into detail about how to set up your captures for debugging shade Including debug info in shaders ------------------------------- -For the most part at least some debug information is included with shaders unless it is being explicitly stripped out at some point. There is usually an option to also include additional debug information - such as original source code in a high-level language. The exact process varies by API, but for D3D11 the flag ``/Zi`` to fxc or the equivalent flag to D3DCompile() will include additional debugging information, and ``/Qstrip_debug`` and ``/Qstrip_reflection`` will remove reflection information that can be useful - such as the names of variables in constant buffers. +For the most part at least some debug information is included with shaders unless it is being explicitly stripped out at some point. There is usually an option to also include additional debug information - such as original source code in a high-level language. The exact process varies by API, but for D3D11 the flag ``/Zi`` to fxc or the equivalent flag to ``D3DCompile()`` will include additional debugging information, and ``/Qstrip_debug`` and ``/Qstrip_reflection`` will remove reflection information that can be useful - such as the names of variables in constant buffers. + +For more information on how to get this unstripped debug information to renderdoc, see :ref:`unstripped-shader-info`. Debugging a vertex ------------------