oizma / angleproject

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Preserve line numbers between original and translated shader source #7

Closed GoogleCodeExporter closed 9 years ago

GoogleCodeExporter commented 9 years ago
It will be nice from debugging point of view to preserve line numbers between 
original and translated shader source.

Original issue reported on code.google.com by alokp@chromium.org on 16 Jun 2010 at 6:50

GoogleCodeExporter commented 9 years ago
I am not sure how important this feature is given that the validator is 
expected to catch all errors in input shader. If all translated shaders are 
successfully compiled preserving the line numbers may not be needed.

Original comment by alokp@chromium.org on 27 Sep 2010 at 8:58

GoogleCodeExporter commented 9 years ago
This would still be handy for source level debugging in a shader debugger 
though. How hard would it be to put #line directives in the generated HLSL?

See http://msdn.microsoft.com/en-us/library/dd607350(VS.85).aspx

One day we will have about:shaderdebugger :)

Original comment by apatr...@chromium.org on 27 Sep 2010 at 9:12

GoogleCodeExporter commented 9 years ago
Alok: any idea if this is still a problem in the new preprocessor?

Original comment by dan...@transgaming.com on 26 Oct 2012 at 7:38

GoogleCodeExporter commented 9 years ago
This is not related to preprocessor actually. It needs to be handled during 
translation.

Original comment by alokp@chromium.org on 26 Oct 2012 at 7:41

GoogleCodeExporter commented 9 years ago

Original comment by geofflang@chromium.org on 10 Dec 2013 at 3:52

GoogleCodeExporter commented 9 years ago
This got implemented by https://codereview.appspot.com/3945043. Al had some 
additional ideas but we haven't had a strong need for them yet.

Closing this now. If more debugging conveniences are required they should be 
tracked in a separate ticket.

Original comment by c...@chromium.org on 21 May 2014 at 2:45