Intel® Graphics Performance Analyzers (Intel® GPA)

internal Intel users of GPA -- Please read this!

Hello,

If you are an internal Intel user of the Intel GPA product, please do not post on this forum.

Instead, please use the Intel GPA Planet Blue Forum or the Planet Blue Wiki for any questions, issues, or discussion about the Intel GPA product.

Thanks!

Neal P.

Downloading the latest graphics driver for your system

When using Intel GPA with systems using Intel Processor Graphics, downloading the latest version of the Intel graphics drivers ensures that you are getting the most accurate metrics when analyzing and optimizing your game or graphic-intensive application.

Frame Analyzer doesn't support DX11.1 annotation blocks

Hi,

I see that the frame analyzer supports the old DX9 way of perf blocks but it seems like it doesn't support the new DX11.1 way.

Using the old ones requires including the dx9 headers which I'm trying to avoid and so I'm using the new ID3DUserDefinedAnnotation interface.

Is there any chance to support this in the Frame Analyzer?

Using ITT occassionally results in error: "R6025 pure virtual function call"

Hi,

I started using the ITT libraries in our engine and sometimes it crashes with the error:

R6025 pure virtual function call

It never happened previously but since I use the ITT API I get it omre then 50% of the time. Is there any workaround for this problem?

Suggestion: add more info to GPA Geometry tab

Hello,

Is there a way in the geometry tab to see more information per-vertex than just a position. I would like to see all the vertex attributes set to the vertex declaration and the whole output of the VS for the VS stage. That's many times a hint what is going on there.
Usually (in PIX) I debug particular vertices that I select using index buffer. Is there any similar option in the GPA? It would be also great if I can select a vertex directly using a mouse click into the mesh preview window.Thank you!

Regards,
Tomas 

How to protect my HLSL shader source code from capturing with GPA.

Hi

When anyone capture my application window with Intel GPA, it can see my shader source code in HLSL or Assembly.

But GPA can not retrieve HLSL source code of some other softwares such as today commercial games.

I want know how can i protect my HLSL shader source code from capturing with GPA, Its not important for me about assembly, just want hide/disable HLSL view.

One fun thing is that GPA show my HLSL source code with all comments! even if i described somethings for myself.

More info :

1.My application is using DirectX 9.0 + VS2010+ C++.

export region timings in Frame Analyzer

In 12.5, I used to be able to select multiple rows in the Scene Overview Panel and Ctrl+C region timings. In 13.1, I can only select one row at a time. The export to CSV feature only seems to spit out raw ergs, which isn't as useful to us. Is there some alternative that I'm missing?

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