Graphics Debugger Clipping Analysis
The graphics debugger is an incredible resource for dealing with DirectX. It would be extremely useful if it could report on why output from the Vertex Shader stage is being discarded before going into the Pixel Shader. Perhaps selecting a given output row under the Vertex Shader portion of the Pipeline Stages display and having some kind of report "discarded because...". It's very frustrating to have seemingly disabled all forms of clipping, and checked everything else one can think of that might block vertices from flowing from the VS to the PS, only to still have the Graphics Debugger show the object is right there in the middle of the viewport at the VS stage but no vertices are flowing to the PS.