According to the docs, #pragma enable_d3d11_debug_symbols should compile debug symbols for just about any graphics API, but that doesn’t seem to be the case, as both render doc and nsight only ever find debugging symbols when I start a build with d3d11.
I’d love to use the nsight gpu trace tool to profile my shaders with hlsl source available, but unfortunately it only supports d3d12 (NOT d3d11on12) and Vulkan, so there’s a mismatch made in hell.
I’ve found the docs for native shader compiler plugins, but those only work for dx11 as well.
Why are all these tools not updated for modern graphics APIs? …but that’s not my actual question, just me being frustrated.
I’m looking for a way to generate vulkan shader debug symbols anyway, so if anyone knows
- how to inject flags into unity’s hlslcc
- how to compile the shaders externally and either replace them in the build or load them into nsight
- a hidden function inside unity to do this that I overlooked
- a shader profiler with similar capabilities as nsight gpu trace that supports d3d11
please, let me know. thanks