Hello,
1st problem regarding AMD APP profiler:
If I compile a compute shader from HLSL code using D3DX11CompileFromFileA and if I use APP Profiler then it crashes when I call ID3D11Device::CreateComputeShader.
But, If I precompile the shader beforehand and store it as binary and then I load this binary using D3DX11CompileFromFileA, it works just fine.
This happens only for compute shaders, all other shaders work fine.
2nd problem regarding GPU PerfStudio:
If I compile any kind of a shader with D3DX11CompileFromFileA from HLSL code it crashes, but if I precompile all my shaders beforehand and load the binaries with D3DX11CompileFromFileA, it works.
3rd problem:
When debugging a compute shader Gpu PerfStudio gives me this error:
Error: ShaderDebugger: CSShaderDebuggerDestBufferDX11::Create() failed. CreateBuffer returned 80070057.
I tried different shader compile flags but they don't seem to have any effect. This problem is only with one compute shader, I can debug others properly. Here is the shader code:
#include "nxe_res//shaders//CBPresets.hlsl"
Texture2D inTex0:register (t0);
RWTexture2D outTex0:register(u0);
groupshared float gs0[X_THREADS_CSK_SumHorizontal][Y_THREADS_CSK_SumVertical];
[numthreads(X_THREADS_CSK_SumHorizontal, Y_THREADS_CSK_SumVertical,1 )]
void CSK_SumHorizontal(uint3 tid : SV_DispatchThreadID,uint3 gtid:SV_GroupThreadID,uint3 gid:SV_GroupID)
{
int2 numGid=g_cbCSInt4.xy; // ConstantBuffer
int2 numTid=g_cbCSInt4.zw; // ConstantBuffer
// Load everything into GS
gs0[tid.x][tid.y]=inTex0[uint2(gtid.x,gtid.y)];
GroupMemoryBarrierWithGroupSync();
// 1st x thread computes and writes result
if(tid.x==0)
{
float sum=0.0f;
for(unsigned int i=0;i<=tid.x;++i)
{
sum+=gs0[tid.y];
}
outTex0[gid.xy]=1.0f;
}
}
Anyone has any ideas what may be causing any of these problems?
Hi n3XusSLo
Thanks for reporting this issue. Can you please send us the executable file through the Help desk system.
Hi,
For the Shader Debugger issue it looks like you are running out of CPU memory in the loop. The Shader Debugger uses a lot of memory as it progresses through loops. Try to minimize your loop sizes while you debug your issue.