Where is the "Shader Hash" value taken from? Is it visible in an Nsight Graphics frame debugger capture?

So, where does the Shader Hash value comes from?

If I take a GPU capture with the Frame Debugger, I know I can get a list of all PSO, objects, shaders and so on.
So, can I use the value in that column from an aftermath minidump to actually search among the shaders in my scene before the GPU crash occurs?

Hi marzio.cuello,

You can calculate the hash by using Aftermath SDK function: GFSDK_Aftermath_GetShaderHash for D3D12, GFSDK_Aftermath_GetShaderHashSpirv for Vulkan.


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