Desktop API: Optimizing Shaders
To determine whether shaders cause a performance bottleneck for the selected draw calls, you can do the following:
- change the shader code inside Graphics Frame Analyzer
- check the performance effect without recompiling your code
- view performance data per shader code line
To experiment with shader code:
- Select one or more draw calls for which you would like to analyze the shader code.
- From the Resource List, choose the shader used in the selected draw calls.Graphics Frame Analyzerdisplays the shader source code and all the resources used by the shader.
- In theShader Resource List, analyze resources used in the shaders grouped by type:
- Atomic Buffer (atomic)
- Image (IMG)
- Render Target (RT)
- Sampler
- Shader Storage Buffer Object (SSBO)
- Texture (TEX)
- Transform Feedback Buffer Object (TFBO)
- Uniforms
- Uniform Buffer Object (UBO)
- Vertex Buffer Object (VBO)
Graphics Frame Analyzer displays various resource parameters, the shader type using the resource, and shader registers each resource is bound to. Resources are listed in the following format:To open a resource, click the desired resource name.<shader name>:<register ID> <resource type>:<resource ID> (<view type><view ID>) <resource debug name> - From theShader Typedrop-down list, select the type of shader you would like to analyze from the drop down menu
. The shader code opens in the
Shader Editor. For easier reading, you can click the
- While Assembly code is read-only, you can experiment with the HLSL code for DirectX* and HLSL and GLSL for Vulkan*, if these codes are available for your shader. In this case, select HLSL or GLSL from the respective drop-down menu
and edit the code directly in the
Shader Viewer. The shader recompiles on the fly. If you introduced any errors, you can see the corresponding message in theNotificationpanebelow the
Shader Editor. - If the code looks fine, click theMetricspane and in theMainbar Chart.TIPWhen you click the
- If you want to undo your edits, click the
See Also