API Shader Stage Control

Several views in RGP provide information about which API shader stages are active for a particular event or pipeline. This information is represented by the API Shader Stage control.

NOTE: This control is only available for DirectX and Vulkan profiles.

This control appears in the Most expensive events and Pipelines Overview panes, as well as in the Details side panel in the Wavefront occupancy and Event timings panes, and in the toolbar area of the Instruction timing pane.

Here are examples of what the control looks like for a few different DirectX12 and Vulkan pipelines.

DirectX12 pipeline with the VS and PS stages active:

_images/rgp_dx12_pipeline_stage_vs_ps.png

DirectX12 pipeline with the VS, HS, DS and PS stages active:

_images/rgp_dx12_pipeline_stage_vs_hs_ds_ps.png

DirectX12 pipeline with the VS, GS and PS stages active:

_images/rgp_dx12_pipeline_stage_vs_gs_ps.png

DirectX12 pipeline with the CS stages active:

_images/rgp_dx12_pipeline_stage_cs.png

DirectX12 pipeline with the RT stages active:

_images/rgp_dx12_pipeline_stage_rt.png

Vulkan pipeline with the VS and FS stages active:

_images/rgp_vk_pipeline_stage_vs_fs.png

Vulkan pipeline with the CS stages active:

_images/rgp_vk_pipeline_stage_cs.png

Vulkan pipeline with the RT stages active:

_images/rgp_vk_pipeline_stage_rt.png

This control can also indicate when a particular shader stage contains inline ray tracing. When this is detected, a stage will indicate this with a gradient red pattern painted in that stage’s box. Here is an example of a DirectX12 pipeline where the compute shader performs inline ray tracing:

_images/rgp_dx12_pipeline_stage_cs_with_inline_rt.png