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Debugging instructions
187J3X1-114514 edited this page Feb 22, 2026
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| Path | Description |
|---|---|
<game directory>/config/super_resolution/config.toml |
Main configuration file |
<game directory>/config/super_resolution/libraries |
Native library files |
<game directory>/config/super_resolution/debug |
Dumped shader code (when enabled) |
<game directory>/config/super_resolution/error_logs |
Shader compilation error reports |
<game directory>/config/super_resolution/shader_caches |
Shader cache files |
Enable it in the in-game configuration screen, or set enable_debug = true in config.toml.
- GPU resources created by SR (textures, framebuffers, shaders, etc.) will be labeled, making them visible and identifiable in graphics debugging tools such as NVIDIA Nsight Graphics and RenderDoc.
- GPU operations performed by SR will be wrapped in debug groups, so you can see clearly where each operation begins and ends in a frame capture.
Enable it in the in-game configuration screen, or set debug_dump_shader = true in config.toml.
When enabled, SR writes all internal shader code to the debug folder.
Each file is named using the following format:
<shader name>.<shader type>.<graphics API>.<code type>.glsl
The <code type> field will be one of:
| Value | Description |
|---|---|
source |
The raw shader source as passed to the compiler, before any macro insertion. |
preprocessed |
The shader code after Glslang preprocessing — macros expanded, includes resolved, ready to compile directly. |