I’m trying to use the GPU Trace Profiler right now, but every time I do a capture, it can’t find the sources for my shaders. I am compiling my shaders with D3DCOMPILE_DEBUG and D3DCOMPILE_SKIP_OPTIMIZATION enabled, via D3DCompile.
The strange thing is: If I run a Graphics Capture instead, it can find the sources, and displays them just fine, so the general setup seems to be correct. I am launching my game the exact same way, and haven’t couldn’t find any gpu trace profiler option that might interfere.
I am on Windows 11 and RTX 3080, with the latest Nsight Graphics and drivers (I updated them yesterday).
I have also configured my shader directory as a Search Path, which didn’t change anything.
I have tried running the gpu trace with “Collect External Shader Debug Info” on and off, and “Disable D3D12 Debug Layer” on and off.
This looks unexpected. Could you please share the Graphics Capture file and the GPUTrace file so we can reproduce the issue and analyze it?
Additionally, it appears that you are using DXBC instead of DXIL, which should be compiled by the latest IDxcCompiler interface. You may want to update your shader compile function call by following Configuring Your Application for Optimal Analysis — Nsight Graphics and see if that resolved the issue.
After double checking, Shader Profiler requires shaders to be compiled with the DXIL toolchain. Please make sure your shaders are built using dxc.exe or the latest IDxcCompiler interface so that shader source correlation can work correctly in Shader Profiler.