Hello everybody, I’ve been having some trouble trying to use NSight for Visual Studio to debug some shaders. I’m new to this tool so I created a simple D3D11 project with a simple VS and PS to display a box just to try it out. The program itself is fine, but when I want to try the Shader Debugger, I can only see the compiled shader bytecode instead of the original shader source. I’ve been reading through the documentation (which links I pasted for reference) and I did all the steps relevant for getting the debugger to work but to no avail. This is what I do:
- Start Graphics Debugging
- Capture a frame using the option on the HUD
- Then go to NSight->Shader List and the Symbolics Status column reads "Shader Debugger is not available" for both shaders
I’m using a GeForce GTX 750 Ti (Maxwell architecture) which according to its “Supported GPUs List” it is supported by NSight 4.0. I submit pre-compiled shaders (using D3DReadFromFile) to my program, which I compiled with the built-in Direct3D Shader Compiler using the following flags: /Gfp /Zi /Od (as specified in the documentation). I also make sure that the Force Assembly Debugging flag in the NSight Options is set to ‘false’ and that my application does not use the D3D11_CREATE_DEVICE_DEBUG flag (because NSight complains about it). Can somebody kindly explain me what I am doing wrong and what is the proper way to debug HLSL shaders in NSight 4.0?
Here are the links that I checked already trying to fix this problem:
Shader Debugger documentation:
NSight Basic Host Configuration:
NSight Visual Studio Edition Supported GPUs:
Thanks in advance.