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I haven't touched GPU programming in ... uh ... decades, but is print debugging readily available for shaders? That was surprising, but glad to hear it! :)


Good point, it’s getting better, but often print statement debugging is not available in shaders either, and you have to resort to the visual form of print debugging: outputting a tinted color. Crude, but often enough it’s plenty effective. Personally, I mentally put shader tint debugging in the same category as CPU print debugging.




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