• Intel® Graphics Performance Analyzers 2020 R1
  • 03/31/2020
  • Public Content
Contents

Graphics Frame Analyzer Tab: Shaders

The
Shaders
tab displays shader code for all applicable pipeline stages associated with the selected set of ergs and enables you to change it. The displayed shaders correspond to the selected ergs. For example, if no ergs are selected, then no shaders are shown.
Shader Column
The
Shader
column provides unique IDs for shaders of different types:
  • vertex shader (VS)
  • geometry shader (GS)
  • pixel shader (PS)
  • compute shader (CS).
For example, PS:326, PS:428, and VS:428 IDs correspond to different shaders.
NOTE
Unique shader IDs are generated by Intel® GPA and do not directly relate to anything in your original code.

GPU Time Column

The
GPU Time
column provides the cumulative GPU time (in microseconds) across all selected ergs for a given shader.
To see ergs that use a specific shader:
  1. Right-click on that shader and select
    "Select all Ergs that use this shader"
    .
  2. Check ergs in the
    Scene Overview
    pane and in the
    Visualization
    pane.
For example, in the screenshot below, PS:697 is used by ergs 21, 23, 25, 27, 29, and 32. If you add up the shader times for PS:697, these 6 ergs take 77.6 microseconds in the GPU.

% GPU Column

The
% GPU
column shows the percent of the total GPU time used by all selected ergs. For example, PS:697 takes 77.6 microseconds, which is 40.8% of the total GPU time for ergs 21, 23, 25, 27, 29, and 32.

# Ergs Column

The
# Ergs
column shows how many ergs use this shader. For example, PS:697 is used by 6 ergs. To see which ergs use this shader, right-click on that shader and select "
Select all Ergs that use this shader
".

Code View Drop-down List

From the
Code View
drop-down list you can select which code to view -
HLSL
code, which is available only if the game supplies the high-level shading language at run time, or the
Assembly
code, which shows disassembled intermediate shader language. Assembly code is always available.
NOTE
For the high-level shader view (if displayed), "include" paths are not currently viewable.
To view shader code, select a shader in the
Shader
column. The screenshot below illustrates vertex shader code.

Shader Controls

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