Inscrit le: 30 Oct 2017
Moyenne de points: 1,00
|Posté le: Mer 27 Déc - 15:22 (2017) Sujet du message: Playback mechanism for Visual Studio Graphics Analyser
I look at the output merger of a given shader I see the Pixel Shader Output (SRC) and the Render Target (DEST) are identical between the two runs. So is the Result (ie. new Framebuffer value). However the final pixel value has changed by 1-2 bits at the end of the frame.
It should be noted that this seems to happen in a blend operation (overlaid decals) - but the geometry and all GPU states are identical between runs.
I am trying to narrow this down to a DX issue or (more likely) a driver/vendor specific issue.
How is the pixel history calculated? I assume it is with the default GPU in the debugging machine. Would a driver specific optimisation or bug account for the differences in playback?
Can I force it to use the WARP?
I didn't find the right solution from the Internet.
SaaS Marketing Examples