Debugging Guide
File Locations
| Path | Description |
|---|---|
<game directory>/config/super_resolution/config.toml | Main configuration file |
<game directory>/config/super_resolution/libraries | Native library files |
<game directory>/config/super_resolution/debug | Dumped shader code (when enabled) |
<game directory>/config/super_resolution/error_logs | Shader compilation error reports |
<game directory>/config/super_resolution/shader_caches | Shader cache files |
Debug Mode
How to Enable
Enable it in the in-game configuration screen, or set enable_debug = true in config.toml.
What It Does
- GPU resources created by SR (textures, framebuffers, shaders, etc.) will be labeled, making them visible and identifiable in graphics debugging tools such as NVIDIA Nsight Graphics and RenderDoc.
- GPU operations performed by SR will be wrapped in debug groups, so you can see clearly where each operation begins and ends in a frame capture.
Shader Code Dump
How to Enable
Enable it in the in-game configuration screen, or set debug_dump_shader = true in config.toml.
What It Does
When enabled, SR writes all internal shader code to the debug folder.
Each file is named using the following format:
<shader name>.<shader type>.<graphics API>.<code type>.glslThe <code type> field will be one of:
| Value | Description |
|---|---|
source | The raw shader source as passed to the compiler, before any macro insertion. |
preprocessed | The shader code after Glslang preprocessing — macros expanded, includes resolved, ready to compile directly. |