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@IceSentry IceSentry commented Dec 2, 2025

Objective

  • Debugging an application with multiple cameras can be really annoying because it's hard to know at a glance which pass is associated with which camera.
  • wgpu exposes a feature to set debug_group that will add labels around groups of passes and draw commands

Solution

  • Expose the debug_group feature to the render graph.
    • Each sub graph can now specify a debug group
  • Add a new debug group label to each camera with the camera order and entity id
  • I also added the new debug_group to the tracy span so you can more easily see which span is associated with which camera

Testing

  • I tested the 3d_scene and split_screen examples

Showcase

Here's what it looked like before

ngfx-ui_cH0BZAQWh9

Here's what the split_screen example looks like inside nvidia nsight with the new debug group labels. You can clearly see each camera clearly identified.

ngfx-ui_t4L2AheYS3

@IceSentry IceSentry added the A-Rendering Drawing game state to the screen label Dec 2, 2025
@IceSentry IceSentry added C-Feature A new feature, making something new possible D-Modest A "normal" level of difficulty; suitable for simple features or challenging fixes S-Needs-Review Needs reviewer attention (from anyone!) to move forward labels Dec 2, 2025
@mockersf mockersf added this pull request to the merge queue Dec 2, 2025
Merged via the queue into bevyengine:main with commit 71114e1 Dec 2, 2025
44 checks passed
@github-project-automation github-project-automation bot moved this to Done in Rendering Dec 2, 2025
@IceSentry IceSentry deleted the render_graph_debug_group branch December 2, 2025 19:46
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Labels

A-Rendering Drawing game state to the screen C-Feature A new feature, making something new possible D-Modest A "normal" level of difficulty; suitable for simple features or challenging fixes S-Needs-Review Needs reviewer attention (from anyone!) to move forward

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Status: Done

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3 participants