When should I use the eEnableShaderErrorReporting flag?

The example project does not turn on this flag. The extension help is pretty thin, just saying it turns on error reporting.
What is “shader error reporting” specifically, and what is it providing that the example project does not need to be able to create a shader crash error report, since it has it off.

Thank you for your question on when to use the EnableShaderErrorReporting flag. There is some info in the Nsight Aftermath SDK Readme.md file about the use of this flag. In the most recent version of the Nsight Aftermath SDK we have the following info about the flag in question.

  • GFSDK_Aftermath_FeatureFlags_EnableShaderErrorReporting - this puts the GPU
    in a special mode that allows it to report more runtime shader errors. The
    additional information may help in debugging rendering corruption crashes due
    to errors in shader execution.

    Note: Enabling this feature does not cause any performance overhead, but it
    may result in additional crashes being reported for shaders that exhibit
    undefined behavior, which so far went unnoticed. Examples of situations that
    would be silently ignored without enabling this feature are:

    • Accessing memory using misaligned addresses, such as reading or writing a
      byte address that is not a multiple of the access size.

    • Accessing memory out-of-bounds, such as reading or writing beyond the
      declared bounds of group shared or thread local memory or reading from
      an out-of-bounds constant buffer address.

    • Hitting call stack limits.

    Note: This feature is only supported on R515 and later NVIDIA graphics
    drivers. The feature flag will be ignored if the application is running on a
    system using an earlier driver version.