I've been asked to split questions which I asked here:
HLSL and Pix number of questions
I thought two and three would both fit in the same question as a solution of one may help resolve the other. I'm trying to debug a shader and seem to be running into issues. Firstly Pix seems to be skipping a large amount of code when I'm running analyse mode. This is analysing an experiment with F12 captures and with D3DX analysis turned off. I have to turn it off as I'm using XNA. The shader code in question is below:
float4 PixelShaderFunction(float2 OriginalUV : TEXCOORD0) : COLOR0
{
// Get the depth buffer value at this pixel.
float4 color = float4 (0, 0,0,0);
float4 finalColor = float4(0,0,0,0);
float zOverW = tex2D(mySampler, OriginalUV);
// H is the viewport position at this pixel in the range -1 to 1.
float4 H = float4(OriginalUV.x * 2 - 1, (1 - OriginalUV.y) * 2 - 1,
zOverW, 1);
// Transform by the view-projection inverse.
float4 D = mul(H, xViewProjectionInverseMatrix);
// Divide by w to get the world position.
float4 worldPos = D / D.w;
// Current viewport position
float4 currentPos = H;
// Use the world position, and transform by the previous view-
// projection matrix.
float4 previousPos = mul(worldPos, xPreviousViewProjectionMatrix);
// Convert to nonhomogeneous points [-1,1] by dividing by w.
previousPos /= previousPos.w;
// Use this frame's position and last frame's to compute the pixel
// velocity.
float2 velocity = (currentPos - previousPos)/2.f;
// Get the initial color at this pixel.
color = tex2D(sceneSampler, OriginalUV);
OriginalUV += velocity;
for(int i = 1; i < 1; ++i, OriginalUV += velocity)
{
// Sample the color buffer along the velocity vector.
float4 currentColor = tex2D(sceneSampler, OriginalUV);
// Add the current color to our color sum.
color += currentColor;
}
// Average all of the samples to get the final blur color.
finalColor = color / xNumSamples;
return finalColor;
}
With a captured frame and when debugging a pixel I can only see two lines working. These are color = tex2D(sceneSampler, OriginalUV) and finalColor = color / xNumSamples. The rest of it Pix just skips or doesn't do.
Also can I debug in real time using Pix? I'm wondering if this method would reveal more information.
Cheers,