Tab: Shader Constants

NOTE

This tab is only available for Microsoft DirectX* workloads. The displayed values are read-only; you cannot modify the values.

Microsoft* DirectX* 9

The Shader Constants tab displays all of the constant register values associated with the shaders used by the currently selected ergs.

Each shader pipeline stage has a sub-tab:

  • VS (vertex shader)

  • PS (pixel shader)

The left-hand pane shows the constant registers by type:

  • Float
  • Integer
  • Boolean

The right-hand pane shows the contents of the selected constant register.

When you select more than one erg, the right-hand pane displays the value for each entry if they are all identical. Otherwise, the pane displays hash marks (####). This indicates that you should drill-down into an erg to view the individual values. For example, in the following screenshot, multiple ergs were selected, and the hash marks indicate where they had different Float values:

Microsoft* DirectX* 10 / Microsoft* DirectX* 11

The Shader Constants tab displays all of the constant buffer values associated with the shaders used by the currently selected ergs.

Each shader pipeline stage has a sub-tab:

  • VS (vertex shader)
  • HS (hull shader); Microsoft* DirectX* 11 only

  • DS (domain shader); Microsoft* DirectX* 11 only

  • GS (geometry shader)
  • PS (pixel shader)

  • CS (compute shader); Microsoft* DirectX* 11 only

The left-hand pane shows the constant buffer slot number, which can be 0-13. If a slot is not used, then it is not shown.

The right-hand pane shows the contents of the selected constant buffer. You can change the following options:

  • Stride: the byte stride for the data.

  • View As: the data type for viewing the data.

The constant buffer contents are shown with the following:

  • Location: the address offset within the data; each location value is a multiple of the Stride.

  • Hex: a hexadecimal view of the data.

  • Data: the constant buffer values, displayed according to the Stride and View As options.

When more than one erg is selected, the right-hand pane displays the value for each entry if they are all identical. Otherwise, the pane displays hash marks:

  • ## for Hex values

  • #### for Data values

This indicates that you should drill-down into an erg to view the individual values. For example, in the following screenshot, multiple ergs were selected, and the hash marks indicate where they had different hex and Float values:

For more complete information about compiler optimizations, see our Optimization Notice.