Hy.
I've never debugged shaders before and I really need to do it; so I followed all the steps from the SDK, then I tested the debugger on a SDK sample that had shaders and it worked. Then I turned my attention to my application and I've modified the code to enable it to run with shader debugging.
The only problem is that shaders aren't debugged, I've inserted a breakpoint there and it isn't reached. I've tried everything, but nothing works. Has anyone encountered this problem I have to mention that I'm using my own header and cpp for the object implementation and the DXUT framework to do all the dirty work.
This is what I've done to enable debugging (just for u not to write extra):
1. followed the steps from SDK
2. define DEBUG_VS, DEBUG_PS (in object.cpp and in main.cpp with conditional defines)
3. the flag used to create the shaders was SKIPOPTIMIZATION | DEBUG (missed the prefix)
4. the device's behavior is SWVP and type REF
5. I assume I have to set the shaders in order to reach a breakpoint in them, so I am :)
6. Inserted breakpoints in them :))
7. started with Direct3D debugging
So if I missed something, please let me know. I need to debug the shaders
ps: one last thing. In my shader I have:
float2 x, y,z;
.......
z = x / y;
......
what does / to the operands what operation is this
Thanks in advance

Debugging shaders
swimmer
Every pixel outside the viewport is culled before it reaches the shader because even RefRast try to avoid unnecessary work.
I am confused about your function call. tex2Dlod should only take two parameters.
Larkin Y
How do create and load these shaders you try to debug
wenliang
I can debug all shaders how, it seemed that when the object was not inside the viewport (not visible), the fragment program wouldn't run; thanks guys for the help. I have one last question:
Why tex2Dlod(uv, 0, 0) always returns a (0, 0, 0) vector What might be the cause
rajeshtirur
Did you enable shader debugging and the use of the Direct3D Debug version in the control panel in the DirectX options
The slash '/' is a normal (in this case component-wise) division. The new vector z has the components (x.x / y.x, x.y/y.y).
Nico