this is the wrong way, because you are running cargo through renderdoc, which doesn't make draw calls itself.
this is the correct way to load an executable through renderdoc, but you gotta solve the runtime error.
I don't think renderdoc has anything to do with tokio or anything rust specific. what's the tokio runtime error exactly?
renderdoc only intercepts graphics API calls and records the parameters and states for later analysis. it does this transparently and the application shouldn't notice a behavior difference (except for performance impact).
I guess maybe it's some environment dependency in your program. i.e. loading resources relative to current directory.
yeah, the first time I use renderdoc, it feels magic. you can even edit shaders and see the effect immediately! have fun with the shaders!
btw, if you use the DebugPrintf extension, the output messages is also captured by renderdoc, you can find them by the side of drawcalls in the event viewer. I think the pipeline states can also show shader messages, I can remember now.
Can you tell me a bit more about your Renderdoc workflow ?
I have something working, but it is a bit tedious (something like 20+ clicks to forward chrome/webgl2 to local/wgpu to renderdoc to capture to debug shader). Are you using python / rust to script renderdoc, or doing everything manually ?
sorry, I don't have a workflow either, as I said, I was using vulkan natively, not web stuff, and my program is really simple, I didn't really do much of debugging. I just setup renderdoc to automatically capture the first frame, and my program renders one frame and quite.
I think unless you need to change the pipeline layout, you can capture once and just edit the shader code directly in renderdoc. you don't need to do the whole edit compile debug cycle all again if you just change the shader code.
oh, that's bad. I'm not using wgpu, I'm using native vulkan API via the ash crate.
I don't know exactly how it works, but I think the shader might contain debug symbol or something, because in my case I can see the source code in renderdoc. I'm compiling vulkan flavored .glsl shader into .spv using the the glslc compiler from the vulkan sdk.
again, I don't really know wgpu. for graphics APIs I only have limited experience on vulkan (and very little on directx).