
Inspecting a Draw Call | Graphics Frame Analyzer Deep Dive | Part 7 | Intel Software
This video demonstrates how to use the center panel in the single frame view of Graphics Frame Analyzer to inspect a draw call further and analyze the resources of that selected draw call to determine where optimization efforts are best spent.
This video demonstrates how to select a draw call(s) from the Bar Chart then view the resources used in that selected call(s) in the center panel of the tool. Resources can be viewed by their type and selecting each resource type will display different data in the resource viewer of the tool. Selecting a texture will display the texture viewer allowing you to modify what’s visualized in the resource viewer using several drop-down menus, view specific pixels in your texture and alter the color range for your texture using the histogram button. Selecting a buffer opens the buffer viewer allowing you to view buffer data in a table or list and alter the buffer layout. Selecting a shader set opens the shader set viewer allowing you to view and modify shader code as well as profile your shaders using the shader profiler feature. Selecting a geometry object opens the geometry viewer allowing you to visualize the mesh for that selected call and analyze geometry aspects. Selecting a sampler opens a table of read-only settings for your sampling textures. Selecting an argument opens a list of arguments for the selected graphics API function. Selecting a state will display the graphics pipeline or compute pipeline viewer, showing settings for fixed-function blocks of the graphics or compute pipeline.
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Inspecting a Draw Call | Graphics Frame Analyzer Deep Dive | Part 7 | Intel Software
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