microsoft / microsoft/DirectXShaderCompiler

how can I single-step debug Work Graphs?

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Dominant language
C++
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Description

Is there any way to single-step debug Work Graphs? Currently, RenderDoc crashes immediately upon entry, and PIX shows grayed-out options that prevent debugging. I thought WARP ran on the CPU, but it doesn't seem to support single-step debugging either; it just hangs without providing as many error prompts as the GPU does.

Should I write a C++ library to fully simulate Work Graphs? (Though my HLSL code is currently cross-compatible with both C++ and HLSL, I might consider writing one if no better debugger is available.)

I'm currently stuck on a bitonic sort algorithm with persistent bugs. (I really want to implement it using Work Graphs, even though Compute Shaders are an option.)

Environment

  • DXC version Shader Model 6.10 Preview Release (May 2026)
  • lib69
  • d3d12
  • Host Operating System win11

Contributor guide

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First steps

  1. Read the whole issue, then the project's contributing guide.
  2. Comment on the issue to say you are picking it up — it saves two people doing the same work.
  3. Fork the repository and make your change on a branch.
  4. Open a pull request that references the issue number.

Research direction

The report names no source files or tests. Start by reproducing the Work Graph with RenderDoc, PIX, and WARP, then determine whether the limitation belongs to DXC or the debugger. Done would mean identifying a supported single-step path or documenting the unsupported case with a minimal reproduction.

Written by the indexing model from the issue text.

Assessment

Tech stack
cpp
Domain
compilers
Issue type
Feature
Difficulty
5/5
Estimated time
Over a week
Activity status
Quiet
Clarity
Needs clarification
Newbie friendliness
25/100

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