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Debugging instructions

187J3X1-114514 edited this page Jun 21, 2026 · 3 revisions

This page is obsolete. Please use: https://sr.187j3x1-114514.org/docs/

Debugging Guide

File Locations

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

Debug Mode

How to Enable

Enable it in the in-game configuration screen, or set enable_debug = true in config.toml.

What It Does

  • 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.

Shader Code Dump

How to Enable

Enable it in the in-game configuration screen, or set debug_dump_shader = true in config.toml.

What It Does

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.

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