In Apple's 2018 WWDC session "Metal Shader Debugging and Profiling," the speakers detail what was then a new Metal debug workflow. However, they didn't go very far with compute shaders in the demo, only briefly mentioning the options that would appear when debugging compute kernels and focusing on vertex and fragment shader debugging.
How do we debug compute shaders when we send work to the GPU only once as opposed to every frame?
Please direct me to other WWDC sessions you recommend covering this topic and use of MTLCaptureManager
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