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| 1 | +.. _api_shader_stage_control: |
| 2 | + |
| 3 | +API Shader Stage Control |
| 4 | +======================== |
| 5 | + |
| 6 | +Several views in RGP provide information about which API shader stages are active |
| 7 | +for a particular event or pipeline. This information is represented by the API Shader |
| 8 | +Stage control. |
| 9 | + |
| 10 | +**NOTE**: This control is only available for DirectX and Vulkan profiles. |
| 11 | + |
| 12 | +This control appears in the **Most expensive events** and **Pipelines** Overview panes, as well |
| 13 | +as in the Details side panel in the **Wavefront occupancy** and **Event timings** panes, and in the |
| 14 | +toolbar area of the **Instruction timing** pane. |
| 15 | + |
| 16 | +Here are examples of what the control looks like for a few different DirectX12 and Vulkan pipelines. |
| 17 | + |
| 18 | +DirectX12 pipeline with the VS and PS stages active: |
| 19 | + |
| 20 | +.. image:: media_rgp/rgp_dx12_pipeline_stage_vs_ps.png |
| 21 | + |
| 22 | +DirectX12 pipeline with the VS, HS, DS and PS stages active: |
| 23 | + |
| 24 | +.. image:: media_rgp/rgp_dx12_pipeline_stage_vs_hs_ds_ps.png |
| 25 | + |
| 26 | +DirectX12 pipeline with the VS, GS and PS stages active: |
| 27 | + |
| 28 | +.. image:: media_rgp/rgp_dx12_pipeline_stage_vs_gs_ps.png |
| 29 | + |
| 30 | +DirectX12 pipeline with the CS stages active: |
| 31 | + |
| 32 | +.. image:: media_rgp/rgp_dx12_pipeline_stage_cs.png |
| 33 | + |
| 34 | +DirectX12 pipeline with the RT stages active: |
| 35 | + |
| 36 | +.. image:: media_rgp/rgp_dx12_pipeline_stage_rt.png |
| 37 | + |
| 38 | +Vulkan pipeline with the VS and FS stages active: |
| 39 | + |
| 40 | +.. image:: media_rgp/rgp_vk_pipeline_stage_vs_fs.png |
| 41 | + |
| 42 | +Vulkan pipeline with the CS stages active: |
| 43 | + |
| 44 | +.. image:: media_rgp/rgp_vk_pipeline_stage_cs.png |
| 45 | + |
| 46 | +Vulkan pipeline with the RT stages active: |
| 47 | + |
| 48 | +.. image:: media_rgp/rgp_vk_pipeline_stage_rt.png |
| 49 | + |
| 50 | +This control can also indicate when a particular shader stage contains inline ray |
| 51 | +tracing. When this is detected, a stage will indicate this with a gradient red |
| 52 | +pattern painted in that stage's box. Here is an example of a DirectX12 pipeline |
| 53 | +where the compute shader performs inline ray tracing: |
| 54 | + |
| 55 | +.. image:: media_rgp/rgp_dx12_pipeline_stage_cs_with_inline_rt.png |
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