Hi, I have d3d11 game where some geometry is missing/invisible. I'm assuming it's SM4 shader conversion issue but not really sure. What would be the best way to start debugging rendering issues like this?
Bradan: sadly those aren't really helpful with the rendering :(
I've tried hooking with various opengl debuggers but all of them seems to not work very well, and apitrace is too slow. I'm wondering if there is some mechanism in wine to dump glsl of the converted shaders
Bradan
also the d3d9/d3d10/d3d11/... stuff?
you could intervene into the process manually, printing stuff out or writing it to some temporary file
Offloudef
Yeah I could
That was something I was planning to do with LD_PRELOAD, if no d3d11 wizard shows up
jkucia
Offloudef: you should start by looking at FIXME() messages and terminal if there isn't anything obvious
in the next turn you probably want to use apitrace to narrow down the issue to a specific draw call
Offloudef
jkucia: yeah that's the first thing I do, the only fixme's that could affect were some unimplemented SM4 instruction modifiers
apitrace sadly isn't helpful as it will slow down the whole thing to crawl and it can't be used to start tracing at certain point
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jkucia
unimplemented SM4 instruction modifiers are not an issue, generally
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Offloudef: if apitrace is too slow for you, you might want to fix renderdoc to work in wine, or fix wine to run renderdoc :D
Offloudef
jkucia: Oh I did not know about renderdoc
I may give it a spin
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jkucia, Bradan: wrote a quick shader dumper and found the problem, wine is generating conditional that uses discard, and that is always hit
ran sed -i 's/^\(if.*discard;\)/\/\/\1/' *.frag on the dumped shaders