And if I open the .cso file I can see embedded the actual HLSL source code with (what I believe is) debug information normaly not present without /Od /Zi /Gfp.
However, while debugging a frame with Nsight Graphics (2019.2.1.0) in my GTX 1050 Ti PC, Debug Info appears as “None”, and while clicking the shader only the assambly code is shown (although HLSL code is in the .cso file) with a message on top of the tab: “Shader editing is not supported by this shader”, and not able to put breakpoints or debug at all.
Any ideas what could I be missing to be able to debug the shader?
I just upgraded to 2019.3 and when applying D3DCOMPILE_SKIP_OPTIMIZATION and D3DCOMPILE_DEBUG when compiling with D3DCompile, NSight graphics crashes my clients app when running via Nsight Graphics.
When can we expect 2019.4 to be released? Shader source would be really useful in complex pipeline debugging / profiling.
I’m running into a similar (I believe) problem in 2019.5.1.0. I build shaders offline using D3DCompile with the D3DCOMPILE_DEBUG and D3DCOMPILE_SKIP_OPTIMIZATION flags.
When I run Nsight it shows me the name of my shader and “Source + µCode” under status in the Linked Programs View. But when I click on the shader I’m greeted with the “Shader editing is not supported for HLSL bytecode without HLSL source”.
I do see some debug e.g. buffer/resource names and definitions in the comments above the bytecode which leads me to believe debug information is available but no source.
Just for comparison, I’m able to view source in RenderDoc with current setup.
Thank you very much for the feedback! I believe I have this issue fixed, but it would help to confirm if you could provide a sample app that I could test.