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Setting up SHADERed in Visual Studio for Ubuntu 20 #3

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prusso630 opened this issue Dec 25, 2022 · 0 comments
Open

Setting up SHADERed in Visual Studio for Ubuntu 20 #3

prusso630 opened this issue Dec 25, 2022 · 0 comments

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@prusso630
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prusso630 commented Dec 25, 2022

This is my configuration file for the geometry shader sample from learnopengl.com (the houses sample):

    {
        "configurations": [
	        {
		        "type": "shadered",
		        "request": "launch",
		        "name": "sample.sprj",
		        "program": "sample.sprj"
	        },
    
            {
                "name": "C/C++: g++ build and debug active file",
                "type": "cppdbg",
                "request": "launch",
                "program": "${fileDirname}/${fileBasenameNoExtension}",
                "args": [],
                "stopAtEntry": false,
                "cwd": "${fileDirname}",
                "environment": [],
                "externalConsole": false,
                "MIMode": "gdb",
                "setupCommands": [
                    {
                        "description": "Enable pretty-printing for gdb",
                        "text": "-enable-pretty-printing",
                        "ignoreFailures": true
                    },
                    {
                        "description": "Set Disassembly Flavor to Intel",
                        "text": "-gdb-set disassembly-flavor intel",
                        "ignoreFailures": true
                    }
                ],
                "preLaunchTask": "C/C++: g++ build active file",
                "miDebuggerPath": "/usr/bin/gdb"
            },
    
    
        ],
        "version": "2.0.0"
    
    }

VS Code does compile and debug the C++. SHADERed does start and run (I am running everything through Windows Subsystem for Linux 2 & x410). So I do have some configurations marked SHADERed, SHADERed Launch, (there is one for dynamic launch and one for a SHADERed launch). There are no errors when I click the play button to start a SHADERed debug however nothing seems to start. I have a sample.sprj file that was created with SHADERed in the root of my project folder (~opengl_circles/sample.sprj). It's the only sprj file in the project so far.

Is there something maybe preventing SHADERed from starting up with this type of configuration?

Thanks....

I also did try a VirtualBox of Ubuntu20 and got identical type of behavior. I click the run button for the configuration but breakpoints don't seem to be hit in VS Code inside any of the shaders. I had to install GLSLLint extension otherwise VS Code does not understand how to set breakpoints in shaders. (v1.5.6 of SHADERed).

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