User Guide

  • 2020.3
  • 07/10/2020
  • Public Content

Histogram Color Channel Selection Drop-down List

Render Target Viewer
pane shows the list of all render targets associated with the loaded frame.
When you load the frame capture file, the
Render Target Viewer
pane is populated with the final render target. You can use the following components of the viewer to inspect any render target of the frame:
Render Target View
Render Target View
pane shows:
  • ergs that you selected based on the currently enabled visualization options
  • the current state of the render target based on any changes (state, texture, shader, etc) that were made with the Graphics Frame Analyzer, and visualized according to the display mode options that you selected
When you move the cursor over a render target, the cursor changes to a red crosshair showing the current mouse position. A tooltip shows the current coordinates within the image. When you click on a pixel, a gray crosshair shows the previously selected pixel’s position.
You can maximize the view by clicking the button at the top right-hand corner of the
Render Target Viewer
Right-click the image to save it on your system. You can save it in PNG, JPG, or BMP format.
Render Target Thumbnail List
Render Target Thumbnail List
contains thumbnail images that correspond to the unique render targets for the current frame.
Below each thumbnail, you can see the render target ID and the ergs associated with this render target. For example, the screenshot above shows that
contains the ergs from 84 to 114.
When you select any ergs in the Visualization pane, a yellow bar appears next to the render target that includes these ergs. A thin yellow bar indicates that only some ergs of the render target are selected, while a thick bar shows that you selected the whole render target. The render target currently displayed in the
Render Target View
receives a blue background.
Visualization Options
You can use the following visualization configuration options in order to analyze your application:
  • Selected ergs drop-down list
    - enables you to choose one of the following ways to render the selected ergs:
    • Normal
      - render all selected ergs with no modification
    • Highlighted
      - set all selected ergs to a pink solid color fill mode
    • Wireframe
      - set all selected ergs to wireframe rendering mode
    • Highlighted Wireframe
      - set all selected ergs to wireframe rendering mode with a pink line color
  • Other
    ergs drop-down list - enables you to change how the non-selected ergs are shown in the Render Target View pane. The following drop-down menu options are available:
    • Normal
      - render all non-selected ergs with no modification
    • Wireframe
      - renders all non-selected ergs in wireframe mode
    • Hidden
      - do not render all non-selected ergs
Use the following check boxes to control the drawing settings:
  • Clear before drawing
    - clear the buffer each time you switch between different viewing modes
  • Draw only to last selected
    - stop drawing when you reach the last selected erg
  • Flip RT
    - flip the current Render Target vertically.
View Thumbnail List
View Thumbnail List
enables you to switch between the following view options:
    • The
      option shows the color buffer for the render targets.
    • The
      option shows all render targets with a grayscale overdraw visualization; the lighter the area, the more overdraw for those pixels, with darker areas denoting minimal overdraw.
    • The
      option shows the depth buffer for the render targets.
      On Microsoft DirectX* 9, the
      option is available only if the INTZ format is supported.
    • The
      option shows the stencil buffer for the render targets; it shows 256 levels of gray, corresponding to the value of an 8-bit stencil buffer; use this option if you want to render projected shadows.
Zoom in and Zoom out Buttons
Use these buttons to zoom in/out the image; you can also use the mouse wheel.
Image Information Bar
Image Information Bar
  • the image format
  • the image resolution
  • the color of the pixel under the mouse pointer
  • the pixel history coordinates for the currently selected pixel (X, Y coordinates).  
Render Target Viewer
pane contains the histogram of the image. To open the histogram, pull the slider from the rightmost side of the image to the left, or double-click on the right slider.
The histogram enables you:
  • to visualize the color data within the frame buffer
  • to set the highlight and shadow clamping points for viewing the buffer by using the
    sliders at the bottom of the histogram
  • to increase the dynamic range of the buffer you are viewing, so you can better see the data inside by linearly scaling the colors between the clamp ranges
  • to distinguish more quickly between small bars and zero-height bars: the histogram bars that have zero height have light gray below them  
This drop-down list enables you to configure the channels viewed for the selected frame buffer.
  • RGB
    mode - ignores the alpha channel if one is present
  • RGBA
    mode - weights the color values by the alpha channel; if all the alpha values of the image are 0, then no color information will be visible, so the image will appear white
  • Grayscale
    - a grayscale conversion of the RGB data that was present in the buffer
  • Red
    Blue Color Channels
    - shows the image information in red/green/blue color
  • Alpha Channel
    - a grayscale conversion of only the alpha data of the buffer
Selecting ergs and changing highlighting colors lead to the image and histogram changes.

Auto Clamp Button

This button automatically adjusts the
sliders of the current histogram; they will clamp the view of the buffer to the lowest and highest data points in the histogram respectively. Note that a Grayscale version of the image is used for this clamping, so for some data sets the clamping will produce non-obvious results. Highest/lowest point refers to the rightmost/leftmost histogram data values that contain non-zero data.

Product and Performance Information


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