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Grant Johnson

@warheart.bsky.social

Principal Graphics Programmer at Creative Assembly. Alien: Isolation Sequel. Prev. Hyenas, Halo Wars 2. Views are my own. Building #quackdebugger

158 Followers  |  109 Following  |  6 Posts  |  Joined: 24.08.2023  |  1.6667

Latest posts by warheart.bsky.social on Bluesky

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WIP a bit on the "threads" window so you can see which thread/wave of the group you are watching, and whether the other threads are active/inactive. Also allows fast switching between threads in the group. #quackdebugger

09.09.2025 20:23 โ€” ๐Ÿ‘ 4    ๐Ÿ” 1    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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a man in a suit and tie with his arms in the air and the words it 's happening ALT: a man in a suit and tie with his arms in the air and the words it 's happening

Downloading pre-compiled shaders on PC????

devblogs.microsoft.com/directx/intr...

20.08.2025 16:58 โ€” ๐Ÿ‘ 98    ๐Ÿ” 20    ๐Ÿ’ฌ 9    ๐Ÿ“Œ 1
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It's been a while since I posted about #quackdebugger. I'm still working on it.. I've been through a bunch of prototypes, but finally found something I'm happy with. I rewrote the backend from scratch and switched to GfxReconstruct for capturing. (Source obfuscated for licensing)

30.07.2025 22:58 โ€” ๐Ÿ‘ 1    ๐Ÿ” 1    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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There is still a lot of work to do, but the base feature set is nearly complete, so I should be able to switch to polishing/optimising/testing on a ton of obscure shaders soon. Oh and just to be clear, this has no association with my day job.

30.07.2025 23:01 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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Switching to GfxReconstruct for capturing not only means I can capture (and export) long multi-frame captures, but I can also support Mesh/Task/Raytracing programs (WIP).

30.07.2025 23:01 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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Having data from all the threads in a dispatch/group, I'm really keen to try and visualise it as much as I can. The view for program length (essentially how many steps it took to exit, green meaning more, purple less) is a nice way of seeing the impact of the HZB bank reduction.

30.07.2025 23:01 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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The new backend supports proper D3D12 replay, so I've been focusing on debugging #unrealengine shaders, since they are quite complex. Here is a demo of opening my UE5 workspace, loading a HZB program and stepping through it (forwards, backwards, breakpoints + thread switching)

30.07.2025 23:00 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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It's been a while since I posted about #quackdebugger. I'm still working on it.. I've been through a bunch of prototypes, but finally found something I'm happy with. I rewrote the backend from scratch and switched to GfxReconstruct for capturing. (Source obfuscated for licensing)

30.07.2025 22:58 โ€” ๐Ÿ‘ 1    ๐Ÿ” 1    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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Congratulations to @cagamesofficial.bsky.social on winning the Most Anticipated Game Award!

#THEHORRORGAMEAWARDS

15.12.2024 06:53 โ€” ๐Ÿ‘ 16    ๐Ÿ” 2    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 4

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