From 598708f1118dd7c3c9219bad9260ba2d5c9b0c5d Mon Sep 17 00:00:00 2001 From: Krishna Ayyalasomayajula Date: Sat, 30 May 2026 20:50:03 -0500 Subject: [PATCH] docs: add RenderDoc GPU debugging tools mention --- docs/TROUBLESHOOTING.md | 8 ++++++++ 1 file changed, 8 insertions(+) diff --git a/docs/TROUBLESHOOTING.md b/docs/TROUBLESHOOTING.md index 92ab927..64274c5 100644 --- a/docs/TROUBLESHOOTING.md +++ b/docs/TROUBLESHOOTING.md @@ -140,6 +140,14 @@ return vec4(1.0, 1.0, 1.0, 1.0); // wrong: solid white - Confirm the function name in your `@vertex`/`@fragment` declaration matches the string you pass to `ProgrammableStage::entry_point` - If the error message is unclear, try compiling the shader in isolation to isolate syntax vs. pipeline-binding issues +## 12. GPU debugging with RenderDoc + +**Symptom:** Rendering issues that are difficult to diagnose (artifacts, wrong output, silent failures). + +**Cause:** GPU debugging is hard with standard tools. Graphics pipeline state, shader execution, and buffer contents are not easily inspectable at runtime. + +**Fix:** Use [RenderDoc](https://renderdoc.org/) — a standalone GPU debugging tool supporting frame capture, pipeline state inspection, and shader debugging. It works with Vulkan (Linux), DX12 (Windows), and OpenGL. Launch RenderDoc, attach to your wgpu process, and capture frames to inspect the full graphics pipeline step by step. + ## Additional Resources - [Glossary](concepts/GLOSSARY.md) — Every term defined