• Intel® Graphics Performance Analyzers 2019 R4
  • 12/20/2019
  • Public Content
Contents

Pane: Resources

Displays all resources used by the selected graphics API functions.
Displays details about the resource selected in
Resource List
.
Resource List
All resources are grouped by
Input
,
Execution
, and
Output
stages. Groups with multiple resources are folded. Click the
Show All Resources
button to display all resources in these groups.
To filter resources, type the desired name or parameter into the
Type Filter Expression
field.
You can use the
Type Filter Expression
field, to find specific resources by running Graphics Frame Analyzer plugins.
You can view all resources or any of the following groups:
  • Geometry
  • Textures
  • Shaders
  • Data buffers
  • Graphics/Compute Pipeline States
  • Samplers
  • API call arguments
To view details about any resource, click the corresponding resource thumbnail in
Resource List
. At the same time, all of the events that use the selected resource are underlined in the
Main
bar chart. When issues exist with the resource, a warning marker displays on its thumbnail:
If your target platform supports the EU Active and EU Stall metrics, the GPU duration for each program is visualized in pie charts:
The full circle of the pie chart represents GPU duration of all the draw calls where the program is used. For multiple API call selections that use more than one program, the size of the pie chart correlates with the GPU duration values displayed on the pie chart. Inner sectors of the pie chart represent the GPU time distribution between active time (green), stall time (purple), and idle time (grey).
To analyze GPU duration for a program, hover over the pie chart to view details on EU Active, EU Stall, and EU Idle timings. Each state receives a highlight outside the pie chart, and you can see the corresponding metric value, measured in microseconds:

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>
Texture names and buffer names are shown in the following format:
<resource type>:<resource ID> (<subresource type><subresource ID>)
 
 
 
 
Graphics API
Name Component
Description
OpenGL
<resource type>
Can be
B
(buffer),
T
(texture) or
RB
(renderbuffer).
<resource ID>
Any positive integer. 0 is an exception used to identify a synthetic uniform resource.
<subresource type>
Depends on the resource type.
Texture
  • RT
    - color attachment of a framebuffer object
  • DS
    ,
    D
    or
    S
    - depth-stencil, depth or stencil attachment of a framebuffer object
  • IMG
    - image texture
  • TEX
    - texture object
  • genmips
    - glGenerateMipmap call
  • copy
    - subresources used in copy calls
Renderbuffer
  • RT
    - color attachment of a framebuffer object
  • DS
    - depth-stecil attachment of a framebuffer object
  • D
    - depth attachment of a framebuffer object
  • S
    - stencil attachment of a framebuffer object
  • copy
    - subresources used in copy calls
Buffer
  • VBO
    - vertex buffer object
  • atomic
    - atomic counter buffer
  • copy
    - subresources used in copy calls
  • args
    - draw and dispatch indirect arguments
  • IBO
    - index buffer object
  • PBO
    - pixel buffer object
  • count
    - query results buffer
  • SSBO
    - shader storage buffer object
  • TEX
    - texture buffer
  • UBO
    - uniform buffer object
<subresource ID>
Any non-negative integer number. Continuous numbering is used, that is a subresource ID value does not depend on a view type.
 
 
 
 
Resource Viewer
Resource Viewer
displays the resource details selected in
Resource List
Resource Viewer
layout depends on the resource type.
TIP
To expand the
Resource Viewer
panel, drag its borders. To hide the side panels, double-click the
Resource Viewer
borders.

Resource Viewer: Geometry

Geometry Viewer
panel
Visualization Mode
drop-down list - switches between view modes t
o 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
- 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 and 12
) - 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.
 
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
panel
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.
Resouce 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.
  • 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.
  • Hide
    - does not show all non-selected events.
NOTE
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 DirectDraw 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 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.
NOTE
Cube map layout for a MIP-level, where a face size is greater than 4096px, is unavailable.
 
Resource Viewer: Shader
Shader Viewer
panel
Resouce History
button - shows in the
API Log
pane only the draw calls that use the selected shader set.
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:
  • OpenGL: GLSL
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
panel
Resouce 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.
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 call simultaneously:
For Vulkan,
State Viewer
shows Vulkan-specific data only for one draw call:

Resource Viewer: Samplers

Sampler Viewer
panel
Resouce 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.
 

See Also

Product and Performance Information

1

Intel's compilers may or may not optimize to the same degree for non-Intel microprocessors for optimizations that are not unique to Intel microprocessors. These optimizations include SSE2, SSE3, and SSSE3 instruction sets and other optimizations. Intel does not guarantee the availability, functionality, or effectiveness of any optimization on microprocessors not manufactured by Intel. Microprocessor-dependent optimizations in this product are intended for use with Intel microprocessors. Certain optimizations not specific to Intel microarchitecture are reserved for Intel microprocessors. Please refer to the applicable product User and Reference Guides for more information regarding the specific instruction sets covered by this notice.

Notice revision #20110804