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Debugging shader #56269
09/27/05 20:06
09/27/05 20:06
Joined: May 2003
Posts: 609
Rattenfängerstadt
Rigoletto Offline OP
Developer
Rigoletto  Offline OP
Developer

Joined: May 2003
Posts: 609
Rattenfängerstadt
Hi,

it is possible to debug shader i 3dgs? If yes, how? I try to write a perlin noise function but it don´t works and i can´t see why!

Also the noise function from hlsl seems not to work, it is listed on the microsoft pages but other sites say it is not implementet yet.

Re: Debugging shader [Re: Rigoletto] #56270
09/27/05 21:31
09/27/05 21:31
Joined: Oct 2002
Posts: 8,939
planet.earth
ello Offline
Senior Expert
ello  Offline
Senior Expert

Joined: Oct 2002
Posts: 8,939
planet.earth
the noise function does something, but i cant figure out exactly what, yet.
it seems like it generates only 0 or 1 , randomly

debugging can only be done manually i think. if there are errors then most of the time there is a precise description given the linenumber..
if you just dont see something than its up to you to figure whats wrong


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Re: Debugging shader [Re: ello] #56271
09/28/05 00:12
09/28/05 00:12
Joined: Mar 2001
Posts: 3,298
Beverly, Massachusetts
Rhuarc Offline
Expert
Rhuarc  Offline
Expert

Joined: Mar 2001
Posts: 3,298
Beverly, Massachusetts
Noise is for texture shaders.... not really pixel shaders...
Quote:

What is the HLSL noise() intrinsic for?

The noise intrinsic function generates Pperlin noise as defined by Ken Perlin. The HLSL function can currently only be used to fill textures in texture shaders as current h/w does not support the method natively. Texture shaders are used in conjuction with the D3DXFill*Texture() functions which are useful helper functions to generate procedurally defined textures during load time.



- DirectX C++ Documentation.


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Re: Debugging shader [Re: Rhuarc] #56272
09/28/05 02:24
09/28/05 02:24
Joined: Oct 2003
Posts: 4,131
M
Matt_Aufderheide Offline
Expert
Matt_Aufderheide  Offline
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Joined: Oct 2003
Posts: 4,131
To first step in debugging a shader is to first define what the problem is.. do you get compiling errors?

If you get compile errors its pretty easy to track that down,. normally the error window will pop-up telling where the error is and in what line.

If you dont get compile erros and the effect just looks wrong, then you have a logic problem.

To fix logic problems is the hardest thing, but not so hard with simple programs like shaders. First comment out most everything in the shaders and just make it as simpe as possible. Then start adding in stuff, and keep doijg this until the result is not as expected.

Re: Debugging shader [Re: Matt_Aufderheide] #56273
09/28/05 02:26
09/28/05 02:26
Joined: Mar 2001
Posts: 3,298
Beverly, Massachusetts
Rhuarc Offline
Expert
Rhuarc  Offline
Expert

Joined: Mar 2001
Posts: 3,298
Beverly, Massachusetts
Quote:

To first step in debugging a shader is to first define what the problem is.. do you get compiling errors?

If you get compile errors its pretty easy to track that down,. normally the error window will pop-up telling where the error is and in what line.

If you dont get compile erros and the effect just looks wrong, then you have a logic problem.

To fix logic problems is the hardest thing, but not so hard with simple programs like shaders. First comment out most everything in the shaders and just make it as simpe as possible. Then start adding in stuff, and keep doijg this until the result is not as expected.




That right there perfectly describes my debugging process

-Rhuarc


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