Grant Johnson
@warheart.bsky.social
160 followers 110 following 6 posts
Principal Graphics Programmer at Creative Assembly. Alien: Isolation Sequel. Prev. Hyenas, Halo Wars 2. Views are my own. Building #quackdebugger
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WIP a bit on the "threads" window so you can see which thread/wave of the group you are watching, and whether the other threads are active/inactive. Also allows fast switching between threads in the group. #quackdebugger
Reposted by Grant Johnson
It's been a while since I posted about #quackdebugger. I'm still working on it.. I've been through a bunch of prototypes, but finally found something I'm happy with. I rewrote the backend from scratch and switched to GfxReconstruct for capturing. (Source obfuscated for licensing)
There is still a lot of work to do, but the base feature set is nearly complete, so I should be able to switch to polishing/optimising/testing on a ton of obscure shaders soon. Oh and just to be clear, this has no association with my day job.
Switching to GfxReconstruct for capturing not only means I can capture (and export) long multi-frame captures, but I can also support Mesh/Task/Raytracing programs (WIP).
Having data from all the threads in a dispatch/group, I'm really keen to try and visualise it as much as I can. The view for program length (essentially how many steps it took to exit, green meaning more, purple less) is a nice way of seeing the impact of the HZB bank reduction.
The new backend supports proper D3D12 replay, so I've been focusing on debugging #unrealengine shaders, since they are quite complex. Here is a demo of opening my UE5 workspace, loading a HZB program and stepping through it (forwards, backwards, breakpoints + thread switching)
It's been a while since I posted about #quackdebugger. I'm still working on it.. I've been through a bunch of prototypes, but finally found something I'm happy with. I rewrote the backend from scratch and switched to GfxReconstruct for capturing. (Source obfuscated for licensing)
Reposted by Grant Johnson