Add shader debug labels#7
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Welko
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Thanks!
clicky clicky
lol
More debug labels needed?
I'd say yes. We should probably label everything we can
It is possible, with some sorcery, to make the error messages a lot better and clickable. Should we integrate that?
That's really cool! Nice job. How much effort would that be? It should go in a separate PR though
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It shouldn't be too much effort (~30 minutes), since I can just port it from another project. I'll try to make a PR for it today |
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Update: No PR today, I ended up spending all my time on wgsl-analyzer. Hopefully I can do it next week |
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Okay, I took a look at it. It depends on an npm library for the source map generation. I could either copy-paste that library into rtvis, or we could wait for #13 . Waiting has the upside of being less work and causing fewer merge conflicts, so seeing as how we aren't in a rush, I'm inclined to do that. |
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Here's a relevant Firefox upstream bug https://bugzilla.mozilla.org/show_bug.cgi?id=1844709 and here is another one https://bugzilla.mozilla.org/show_bug.cgi?id=1827953 |
This adds debug labels to the shaders. Some error messages are better now, like this one
Improvements needde
But honestly, those messages are still quite subpar.
""add""has so many quotesAnd neither of them have a clicky clicky. I wish I could at least get to the
createShaderModulecall that failed.More debug labels needed?
If any of the messages only involve the pipeline, and not the shader, then the error messages are near useless. Chrome at least includes the name of the shader module, while Firefox does not.
Bonus
It is possible, with some sorcery, to make the error messages a lot better and clickable. Should we integrate that?
https://mastodon.social/@stefnotch/114137784233419891