Your game is stalling badly in the big battle scene. You suspect there is a hotspot in the graphics pipeline. In this section, you’ll learn how use the Intel® GPA Graphics Frame Analyzer with DirectX 12 to debug your code efficiently.
To get started with your analysis, capture a sample frame from your game running on a 6th through 9th generation Intel Core processor. As always, study performance with the latest driver and version of Intel® GPA. Capture the frame with the Intel® GPA Heads-Up Display (HUD) or Intel® GPA System Analyzer.
Once a frame has been captured, open your frame with the Intel® GPA Graphics Frame Analyzer. Before doing a low-level analysis, look for large, obvious problems and eliminate them. Once that’s done, you’re ready to proceed.
- 6.1. Selecting an Event
- 6.2. Performance Analysis with Hardware Metrics
- 6.2.1 LLC/ EDRAM/ DRAM—Graphics Interface to Memory Hierarchy (GTI)
- 6.2.2 Pixel Back-End—Color Write and Post-Pixel Shader (PS) Operations (PBE)
- 6.2.3 Shader Execution—Shader Execution FPU Pipe 0/1 (EU)
- 6.2.4 EU Occupancy—Shader Thread EU Occupancy
- 6.2.5 Thread Dispatch (TDL)
- 6.2.6 Setup Back-End (SBE)
- 6.2.7 Early Depth/Stencil (Z/STC)
- 6.2.8 Rasterization
- 6.2.9 Geometry Transformation (non-slice)
- 6.2.10 Shader Execution Stalled
- 6.2.11 Unknown Shader Execution Hotspot
- 6.2.12 Graphics Cache (L3)
- 6.2.13 Sampler
- 6.2.14 Unknown Shader Stall