Metal Triple Buffering and Capture Scope

Can someone help me with this hopefully simple problem? I use triple buffering in my metal app similar to Apples Best Practice Guide.
Three threads are simultaneously encoding rendering commands to command buffers enqueued in into one MTLCommandQueue.
What is the best way to debug this scenario with the Xcode's frame debugger? I have some problems setting the capture scopes begin and end point in such a multithreaded environment to isolate the commands encoded from one thread.
It's not clear to me what your actual question is. If you want to see the buffer index in the frame capture debugger, you can simply assign a struct with an uint variable as a buffer to your shaders, set the current buffer index to that buffer in your display function and then you see the value when you debug your shader functions(s) in a frame.
Metal Triple Buffering and Capture Scope
 
 
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