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Before Vulkan, if you wanted to do graphics debugging like step-through on pixel shaders, your options were Direct3D + PIX or, if you had access to them, game c
by kevingadd 4y ago
Before Vulkan, if you wanted to do graphics debugging like step-through on pixel shaders, your options were Direct3D + PIX or, if you had access to them, game console dev tools. Maybe Apple had something?
Obviously, lots of games only had an OpenGL backend. So those devs simply didn't have access to those tools. It's the one outlier API with bad tooling.
- pjmlp 4y agoSee Instruments for macOS, and tooling from GPU vendors. The main problem with Khronos APIs has always been "go fishing" attitude, Vulkan isn't much better, even with the LunarG SDK.