User Guide

  • 2021.3
  • 09/23/2021
  • Public Content
Contents

Resources Pane

Resource List
Displays all resources used by the selected graphics API functions.
Resource Viewer
Displays details about the resource selected in
Resource List
.

Resource List

All resources are grouped by
Input
,
Execution
, and
Output
stages.
By default, Frame Analyzer shows all resources attributed to the current selection. You can filter by type of resource using the
Filter
menu.
To filter resources by name, type the desired name or parameter into the
Type filter expression
field.
You can view all resources or any of the following groups:
  • Geometry
  • Textures
  • Shaders
  • Data buffers
  • Graphics/Compute Pipeline States
  • Samplers
  • API call arguments
Some resources support previews. To see the preview, hover over the resource thumbnail in the
Resource List
.

Resource Notations

Resource names, except texture and buffer names, are abbreviated and shown in the
Resource List
and
Resource Viewer
in the following format:
<resource type>:<resource ID> [<user-defined name>]
Texture names and buffer names are shown in the following format:
<resource type>:<resource ID> (<view type><view ID>)
Resources Names for DirectX API
Name Component
Description
<resource type>
Can be B (buffer) or T (texture).
<resource ID>
Any positive integer. 0 is an exception used to identify a synthetic DirectX 12 root constant resource.
<view type>
Depends on the resource type.
Texture
  • RTV - render target view
  • DSV - depth-stencil view
  • UAV - unordered access view
  • SRV - shader resource view
  • genmips - subresources generated automatcally by GenerateMips call
  • copy - subresources used in copy calls
Buffer
  • VBV - vertex buffer view
  • copy - subresources used in copy calls
  • args - draw and dispatch indirect arguments
  • IBV - index buffer view
  • count - query results buffer
  • UAV - unordered access view
  • SRV - shader resource view
  • CBV - constant buffer view
<view ID>
Any non-negative integer number. Continuous numbering is used, that is a view ID value does not depend on a view type.

Resource Viewer

Resource Viewer
displays details of the resource selected in
Resource List
.
Resource Viewer
layout depends on the resource type.

Resource Viewer: Geometry

Geometry Viewer
panel
Visualization Mode
drop-down list - switches between view modes to analyze various geometry aspects of the selected geometry object. There are the following visualization modes available:
Solid
(default) - view the object as a solid model.
Wireframe
- view a wireframe model to inspect the backside of the object and to understand how it is built from triangles.
Solid Wireframe
- view a wireframe model on top of the solid model.
Normals
- view a normal map for your object to analyze how the normal vectors are plotted.
Output Geometry View Mode
drop-down list is available for output geometry. It toggles between the
Post-transform mesh
mode and
Screen space view
mode.
  • Post-transform mesh
    mode displays an object with transformed vertexes.
  • Screen space view
    mode displays a projected object to a 2D screen space.
Save Geometry to File
button exports geometry data in the Wavefront OBJ format.
Geometry Layout
button (specific for DirectX 11, DirectX 12, and Vulcan) displays geometry details. The
Geometry Layout
pane contains general information, such as topology and bounding box, as well as the attached vertex buffers and their layout:
Geometry Viewer
window
Shows a mesh for the selected call.
For DirectX 11 and 12, output geometry can be selected for several calls within one render target region.
You can rotate the object in any direction by clicking and holding the mouse pointer. To invert normals by 180 degrees, right-click the geometry object. To flip vertical and horizontal planes, middle-click the geometry object.

Resource Viewer: Texture

Texture Viewer
pane
Previous
button - opens the previous resource.
Next
button - opens the next resource.
Show Resource in Separate Window
button - displays
Texture Viewer
in a separate window.
Resource History
button - shows in the
API Log
pane only the graphics API functions that use the selected resource.
Texture Info
field - shows the resource type and internal ID; view type and ID; and debug name, if available.
Format
field - shows the original texture format.
Dimensions
field - shows the resource dimensions, such as width, height, depth - or layer count and sample count for multisample textures.
Texture Viewer
toolbar
Render Target State
drop-down list toggles between the following modes of the selected render target:
  • Normal Mode
    shows the render target state for the last event, which writes to this render target before reading the render target or before the opened frame end.
  • Scrub Mode
    shows the render target state for the last selected event.
Output Texture Visualization Mode
drop-down list switches between the following viewing modes of the selected output texture:
  • Current
    - shows the render target with modifications. If no experiments are applied, the current state is equal to the original state.
  • Original
    - shows the render target without modifications.
  • Diff
    - shows the difference between the current and original modes.
  • Overdraw
    - shows the render target with a bluescale overdraw visualization. The brighter the color, the more times the pixel was updated. Hover over the pixel to see the hit count below.
Selected Calls
drop-down list - switches between the following ways to render the selected calls:
  • Original
    - renders all selected events with no modifications.
  • Highlight
    - sets all selected events to a pink solid color fill mode.
  • Wireframe
    (only for DirectX 11, DirectX 12, and Vulcan) - shows all selected events in a pink wireframe mode.
  • Hide
    - does not show all selected events.
Other Calls
drop-down list - switches between the following options to show non-selected calls:
  • Original
    - renders all non-selected events with no modifications.
  • Highlight
    - sets all non-selected events to a blue solid color fill mode.
  • Wireframe
    (only for DirectX 11, DirectX 12, and Vulcan) - shows all non-selected events in a blue wireframe mode.
  • Hide
    - does not show all non-selected events.
Selected Calls
and
Other Calls
viewing options apply only to the draw calls that render into the selected render target.
Save Texture to File
button - saves a texture image or render target in the Direct Draw Surface (DDS) format, Khronos Texture (KTX) format, or PNG format.
Flip Image
button - turns a texture image or render target upside down.
Histogram
button - opens a color histogram of a texture or render target.
Texture Viewer
window
Shows a texture image or render target.
To view the color data of a texture or render target, select it from
Resources List
, and then click the button to open the color histogram:
  • Select the color range that contains the data you are interested in by clicking and dragging with the mouse pointer in the histogram, or by typing its threshold values in the
    Range Selector
    below the histogram. Graphics Frame Analyzer ignores the values outside the selected range, rescaling all the pixel values to fit the original range. You can also zoom in or out of the selected range using the mouse wheel, and scroll left or right by clicking and dragging the mouse while holding
    Ctrl
    .
  • Switch between the available texture channels for better visualization.
  • View detailed information about pixel values below the histogram:
    • Original values used to store pixel information in memory. This data is in a more precise format than the information provided below the image.
    • Normalized values used in shaders.
  • Return to the default range by clicking the
    Reset
    button. For floating-point texture formats, the default range is [0, 1]. For integer formats, the range spans from the minimum to the maximum possible value. Each color channel has its own [min, max] default range.
For textures with mipmaps, 3D textures, and texture arrays, you can select a particular subresource in the
MIP-level selector
or the
Layer selector
:
Grayed-out values in the
MIP-level selector
or in the
Layer selector
mean that the corresponding subresources are not defined in the selected resource view.
For SRV textures of DirectX 11 applications the
Texture Viewer
features the following additional buttons:
  • Texture 2x2
    button - replaces the opened texture with a simple 2x2 pixel texture for the selected events. The experiment creates a new texture with the same name and of the same type, and denoted as [modified].
  • Clamp to Selected MIP Level
    button - disables all mipmaps of the opened textures that are greater than the current mipmap level of the texture for the selected events. The experiment creates a new texture with the same name and of the same type, and denoted as [modified].
  • Format
    drop-down button - shows the original texture format and enables the
    Texture Format Replacement
    experiment.
    Texture Format Replacement
    experiment allows you to change the selected texture format to another format from the drop-down list, if available.
These experiments help to define whether the selected texture bottlenecks the sampler module. If a sampler block is underlined red or yellow in a
Hotspot
mode, or if you assume there is an issue with texture sampling, in case the
Hotspot
mode is unavailable; these experiments can help identify the textures causing issues to eliminate these bottlenecks.
Texture Format Replacement
experiment, the
Texture 2x2
experiment, and the
Clamp to Selected MIP Level
experiment can be combined.
To disable the applied experiments, click the button on the texture thumbnail in
Resource List
.
For cube map textures, you can open one face of a cube map by selecting the desired face from the drop-down list. The
Default
option is a cube map layout.
Cube map layout for a MIP-level, where a face size is greater than 4096px, is unavailable.

Resource Viewer: Shader

Shader Viewer
pane
Resource History
button shows in the
API Log
pane only the draw calls that use the selected shader set.
Shader Profiler
button - switch to Shader Profiling mode
Show source-assembly mapping
button - enable side-by-side view of shader and assembly code.
Shader Set Name
field - shows the opened shader name.
Shader Type
drop-down list - shows the type of the opened shader.
Shader Viewer
toolbar
Shader Code
drop-down list - shows different code representations of the opened shader. Supported
Shader Code
types:
  • DirectX: HLSL; DXBC/DXIL; ISA
  • Vulkan: GLSL; HLSL; SPIR-V
  • OpenGL:GLSL
For DirectX frames, you can choose Compiler Flags from the
Shader Code
list to see what options are used to compile the source code.
Apply
button - compiles a modified shader source code and applies it to the selected draw calls or dispatch calls.
Revert
button - discards all changes made to the opened shader.
Type Filter Expression
field - filters shader code values.
Format
button - applies default formatting to the opened shader code.
Preprocess
button - preprocesses the opened shader code by applying all defines from the list of definitions.
Load Source Code
button - replaces the current shader source code with the imported code.
Bindings
button - displays a list of resources and constants that are used in the opened shader.
Shader Editor
Enables you to view a shader code, change it and apply changes to the selected draw calls or dispatch calls.
Shader Resource List
Lists bound resources and constants used in the opened shader.
Notification
pane
Displays errors and warnings that relate to the selected shader code.

Resource Viewer: Buffer

Buffer Viewer
pane
Resource History
button - shows in the
API Log
pane only the graphics API functions that use the selected buffer.
Show Resource in Separate Window
button - opens
Buffer Viewer
in a separate window.
Buffer Name
field - shows the opened buffer name, if available, type and internal ID.
Offset and Size
field - shows the offset value and size of the opened buffer block in the original buffer object.
Buffer Viewer
toolbar
View
toggle button - toggles between the list view and table view of the
Buffer Viewer
.
Buffer Layout
field - enables you to view and edit the opened buffer layout. The layout is written in the buffer markup language.
Export buffer to CSV
button - exports the contents off the buffer in .csv file format. Your are prompted to specify the file name and the location.
Restore Default Layout
button - reverts any buffer layout modifications made by the user and restores the default shader-defined or pipeline state-defined buffer layout or a default format (float4 or xuint4), if the buffer layout was not received from shader.
Info
button - opens the layout editor help with the markup language help.
Buffer Viewer
window Shows the opened buffer details in a table or list format.

Resource Viewer: Graphics/Compute Pipeline State

The
Graphics/Compute Pipeline State Viewer
shows settings for fixed function blocks of the graphics/compute pipeline. The settings can be changed.
For DirectX and OpenGL applications,
State Viewer
shows API-agnostic data. The data can be modified for several draw calls simultaneously:
For Vulkan, State Viewer shows Vulkan-specific data only for one draw call:
For frames opened from stream files, Graphics Frame Analyzer provides a combined state view that unifies both Pipeline State Object (PSO) and non-PSO states:

Resource Viewer: Samplers

Sampler Viewer
pane
Resource History
button - shows in the
API Log
pane only the graphics API functions that use the selected sampler.
Show Resource in Separate Window
button - opens
Sampler Viewer
in a separate window.
Sampler Name
field - shows the opened sampler name, if available, type and internal ID.
Sampler Viewer
window
Shows read-only settings for sampling textures.

Resource Viewer: API Call Arguments

The
API Call Arguments Viewer
lists arguments of the selected graphics API function. The viewer shows data only for a single function.
  • For the DirectX 11 and DirectX 12 frames, you can change arguments to change input geometry, clear color or the number of computing threads.
  • You can change arguments for the following calls:
    • ClearRenderTargetView
    • ClearDepthStencilView
    • ClearUnorderedAccessViewFloat
    • Dispatch calls
    • For DirectX 11, all draw calls except DrawIndexedInstancedIndirect and DrawInstancedIndirect
    • For DirectX 12, DrawIndexedInstanced and DrawInstanced

Resource Viewer: Root Signatures and Descriptors (DirectX 12 and Vulkan only)

This resource view enables you to explore the internals of DirectX 12 Root Signatures and Vulkan Descriptor Sets. This can be useful for debugging sporadic rendering issues, like a wrong texture being used for an object.

Product and Performance Information

1

Performance varies by use, configuration and other factors. Learn more at www.Intel.com/PerformanceIndex.