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n3XusSLo
Journeyman III

GPU PerfStudio And APP Profiler problems

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?



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2 Replies
lbin
Staff

Hi n3XusSLo

Thanks for reporting this issue. Can you please send us the executable file through the Help desk system.

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Lonesled
Staff

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.

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