Shader Prototyping Frameworks
If you really need this level of debugging (spoiler: you don't, more on that later), AFAIK only NVIDIA's NSight can provide it. However, in order to remain interactive, you probably need two machines - one to actually run your shader, and the other to debug it - because stopping a GPU for debugging will - quite understandably - freeze the display of the computer, making it unusable.

One step down from that is RenderDoc and its ability to swap shaders in a capture on the fly, as well as step through Direct3D bytecode and inspect its registers (i.e. a virtual machine for the DXBC, it's most often sufficiently detailed to actually find shader bugs).

And what most graphics programmers do most days is simply what I like to call "your mom's debugger", which on the CPU means sprinkling your code with print statements with the intention of later reviewing the log; but in shaders, you just stuff your shader outputs with debug values instead and inspect those values. There are also ways to "print text" from shaders (for instance, this ShaderToy).