Saturday, January 10, 2015

Dissector GPU debugger first release!

Finally Dissector is ready to go out to the world!

Dissector is a GPU debugging tool for DX9 games (and someday maybe more) that I've been working on for the past year. I'm making it available under the MIT license.

Download Dissector release #1 from google drive

I have a short video available that explains some of the features.

Feature List:

  • Launch programs from the GUI or instrument programs source code directly to get captures
  • See all render events and quickly scroll through them to see render output
  • Quickly view and modify render states for render events
  • See and save images for render targets, textures and depth buffers
  • See a 3d models for the triangles drawn in a draw call
  • Source level shader debugging (shaders must be compiled with debug info)
  • Comparative shader debugging. Lets you compare two runs of a shader to see which source lines differ between runs, and which values are different for each run per source line. See the video for more details.
  • "Why didn't pixel render." This feature lets you select a pixel on a draw call and find out what prevented that particular pixel from rendering. Includes things like stencil, shader clips, failing to rasterize, alpha blend, alpha testing, and more.
Important things left to do:
  • 64-bit support
  • Upgrade solutions to VS2013CE (required for 64-bit, current solutions are 2010 express which doesn't support 64-bit)
  • Stencil viewing support
If you have any questions/comments you don't want to post here feel free to email me (address is in my profile) or contact me on twitter @imccown.

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