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backstep

VS2013 Graphics Diagnostics problem

8 posts in this topic

Windows 8.1 with VS2013 (no update).

 

I can confirm it is working for me for the scenario you mentioned, both when using the CSSetConstantBuffers call as you have posted and with something more complex with multiple CS dispatch calls.

 

Doesn't work if I am using multiple render targets (stalls on capturing the frame).

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Hey, thanks for replying.  It seems like it might be an issue with Update 2 specifically, since they made some change to Graphics Diagnostics to support MRTs and threadgroup debugging etc.

 

If anyone else is using VS2013 Update 2 and could post their result, thank you also.

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I was planning on updating soonish anyway, if I get around to it over the weekend I'll let you know.

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Thanks for replying with your experience of it, sorry for checking this a little late.  I recently tried out the Update 3 RC which moved graphics diagnostics to a seperate window, and the problem remains (although some bugs like the draw call viewport descriptions are fixed).  I'll go ahead and report it, hopefully it's in time for Update 3 proper. 

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Just wanted to say I started seeing this behavior as well after Update 2. Before the update I had no issues with debugging and viewing the pipeline stages, now it always reads as an invalid event.

 

Hey, if you happen to be subbed to this thread still, I sent you a PM a few days back asking for a bit more system info.  Thanks.  :)

 

If anyone else gets this issue, if you could include your GPU info along with the VS2013 version, that'd be great.

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Just wanted to say I started seeing this behavior as well after Update 2. Before the update I had no issues with debugging and viewing the pipeline stages, now it always reads as an invalid event.

 

Hey, if you happen to be subbed to this thread still, I sent you a PM a few days back asking for a bit more system info.  Thanks.  smile.png

 

If anyone else gets this issue, if you could include your GPU info along with the VS2013 version, that'd be great.

 

 

Sent! Apologies on the delayed response.

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No problem about the delay, thanks for the info on your GPU.  I filed the bug with MS and they couldn't repro it on the non-nvidia hardware that they use, but they suggested the issue might be the driver not responding to D3D11 pipeline queries correctly.

 

With that in mind, they also suggested trying it with the app's device switched from D3D11_DRIVER_TYPE_HARDWARE to D3D11_DRIVER_TYPE_WARP before using Graphics Diagnostics, and as it turns out, with that the issue goes away and the pipeline view works fine in captured frames that also use compute.  Of course it seriously increases the frametimes but it's a fairly usable workaround for debugging any compute-reliant draw calls that don't render as you expected.

 

Between the two of us it seems the 500 series (fermi) is definitely effected, no idea about the 600 cards (kepler) tho.  Here's hoping nvidia's driver team get to look at MS's and/or my bug report on it, sometime before d3d12 arrives!

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