GPU Frame Debugger Questions

Hello all,


I have a few questions regarding utilizing the GPU frame capture functionality. I am attempting to render-to-texture, and on older devices the vertices seem to come out extremely wonky.


1) Is there a way to step through the GPU results for each texture? I am rendering to a handful of textures all in the same frame and am using the ability to have a breakpoint perform the "Capture GPU Frame" action, but the end results seem to only show the main screen framebuffer. I think I've seen it give me the information I wanted once, but I haven't been able to replicate it.


2) Sometimes, when using the "Capure GPU Frame" button, I lose the "Resume Execution" button, and have to reboot Xcode to get it back. Does anyone know what causes this, or how to get it back without restarting the program?


Thanks to all who read this question, and hopefully someone can help me out these issues.


-Brian

Hi Brian,

Re: 1) Are you using writable textures? Or do you just have multiple render-targets bound?

Re: 2) The "Resume Execution" button is disabled whenever we're unable to resume your application because it is no longer alive. This most commonly occurs on iOS if your app is terminated due to memory pressure from the memory requirements of the GPU debugger. Could this be the case in your instance?


Cheers,

Seth.

GPU Frame Debugger Questions
 
 
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