How does aftermath calculate shader hash in D3D11

Hi, We find that shader hash does not equal in D3D11 and D3D12 with same shader.

could you tell me how does aftermath calculate shader hash in D3D11?

We only find api that includes D3D12 and Vulkan . But our game run on both D3D11 and D3D12 with the same shader. We wish to get the shader hash of D3D11 also for fast debugging.

( such as D3D12 Version:
GFSDK_Aftermath_API GFSDK_Aftermath_GetShaderHash(
GFSDK_Aftermath_Version apiVersion,
const D3D12_SHADER_BYTECODE* pShader,
GFSDK_Aftermath_ShaderBinaryHash* pShaderHash);
)

What is the version of D3D11?

Hi bai26yu,

I believe my coworker already reply your email in another thread and context. I will mark this topic as solved.

For make the forum support complete and visible for other users, here is the short answer:

First,

  • could you tell me how does aftermath calculate shader hash in D3D11?
  • I am sorry that I can’t offer your such detail information.

Second,

  • We wish to get the shader hash of D3D11 also for fast debugging
  • I am sorry but the support of Aftermath on D3D11 is basic support, we don’t have the plan for that right now.

Third,

Thanks
An

Got it. Thanks. I have already received.

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