Hello,
I am trying to add support for nsight aftermath in my engine, and it’s all going fine until trying to specify my shader binaries in nsight.
I am compiling my shaders at runtime and saving the .cso files in cache folder, and pdbs get saved in a separate folder. The compiler flags I use, expect specifying file names and entrypoint and include directories are:
-Zi
-Qstrip_debug
-Qstrip_reflect
-HV 2021
Anyone has an idea what I am doing wrong?
Just for info, I tried both embedding debug info (-Qembed_debug) and also without specifying Qstrip_debug and it didn’t help. I’ve tried opening the capture that can be found in github repo of aftermath sample, and I am surprised it did find both binaries and source since their paths are not specified in the Search Paths.
Hi mateeeeeee,
Thank you for using Nsight Graphics and providing us with your feedback.
I am not sure about the issue you have meet, it’s better to have some clear steps to reproduce your issue. I am not quite following your problem.
Thanks
An
Hi AYan,
the problem is that Nsight cannot find my shader binaries even though I specified the path in Search Paths (the same paths are used in PIX and it works fine). I thought maybe I am using unsupported combination of compiler flags but I couldnt get it to work.
What I found weird is that Nsight could find shader binaries and source of a nvidia sample from github even though those paths were not specified.
If you want, I can send you my repo, or crash dump I generate.
Hi mateeeeeee,
Where did you specified the path? There are several options under Nsight Graphics → Options → Search Paths, you need to fill the path for shader’s pdb/lld in “Separate Shader Debug Information”, and other necessary paths for different kind of files (hlsl/glsl, cso/spriv, nvdbg, etc.)
Thanks
An
Hi AYan,
I’ve specified every path I found there.
So all of these paths are specified: source files path, shader binaries path, shader pdbs path, and nvidia shader debug path. My only doubt was, as I said, that I was maybe using incompatible shader compiler flags but I tried multiple ways and it didnt work.
Hi mateeeeeee,
That’s weird, could you share a reproduce sample to us?
Thanks
An
Issue solved, not a bug of Aftermath, just some tip if some one meet the similar issue.
- Please save the shader binary as standalone binary file, that’s the files need to be placed within ‘Shader Binaries’ search paths.
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