In 2024.2’s shader debugging feature that is in beta, does it support slang? When I use frame debugging, I can see the GLSL/HLSL (Spirv-Cross) transpiled from slang, but when I try to use shader debugging, all I can see is Spirv disassembly/binary, and SASS, and so I can’t place any breakpoints. I am using vulkan + slang.
I have one more question, and hopefully you can answer this. In GPU Trace Profiler, for vulkan, I noticed that in the vk_raytrace sample, it largely works with ray tracing pipelines showing top stall #1, input dependencies, self instruction mix, etc…
However, when I run the GPU Trace Profiler on my slang ray tracing pipelines, I get a blank window with Flame Graph/Self Instruction Mix/Input Dependencies, etc…, but it works properly with my slang compute pipelines and graphics pipelines.
Is this expected that there’s a difference in what statistics are shown between the different types of pipelines written in slang? I just find it a little odd that the statistics behavior can vary on the same API but different shading languages that get compiled into SPIRV anyway, but perhaps there is a little bit more going on under the hood that I am not aware of.
However, when I run the GPU Trace Profiler on my slang ray tracing pipelines, I get a blank window with Flame Graph/Self Instruction Mix/Input Dependencies, etc…, but it works properly with my slang compute pipelines and graphics pipelines.
Flame Graph
This needs shader source correlation as you can see it needs function info from shader source. We are still working on slang’s shader source correlation support, so ‘blank window’ is some kind of expected.
Self Instruction Mix
That’s weird, this works based on SASS instructions, if you can see slang’s SASS, it should work. Actually, I have a slang raytracing sample on hand, Self Instruction Mix works fine in my machine.