The application will still perceive these are COPY command lists and the debug layer will validate them as such. This may potentially change how hardware performs copies though the end result should not be changed. GBV also injects extra operations and Dispatch calls into the application command lists to validate and track changes to resource state imposed by the command list on the GPU-timeline.īecause GBV requires the ability to execute shaders, COPY command lists are emulated by a COMPUTE command list. The patched shaders inspect root arguments and resources accessed during shader execution and report errors to a log buffer. GBV works by creating patched shaders that have validation added directly to the shader. Use of uninitialized or incompatible Samplers in a shader.Shader accesses of resources in incompatible state.Indexing beyond the end of the descriptor heap in a shader.Validation of promoted resource states and resource state decay.Use of descriptors referencing deleted Resources in a shader.Use of uninitialized or incompatible descriptors in a shader.GPU-based validation helps to identify the following errors: GBV is available starting with the Graphics Tools for Windows 10 Anniversary Update. GPU-based validation (GBV) enables validation scenarios on the GPU timeline that are not possible during API calls on the CPU. This topic describes how to make best use of the Direct3D 12 Debug Layer.
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