DX11 Stage View Control

The following image shows a typical DX11 application in GPU PerfStudio with the Pixel Shader layout displayed in the content pane.

Clicking on other stages in the control will open layouts specific to those stages. It is possible for the user to edit the default layouts for each stage and create their own layouts in the user layout slots.

DX11StagesPS.png

In edit mode the DX11 command tree can be seen in the screen shot below. Clicking on the nodes in the tree will open a data window for that node - the user can then dock the window within the content pane to create custom layouts. Note, it is possible to mix nodes from different stages in a layout.

DX11Layout.png

The DX11 command tree supports the following data:

Resources

Input Assembly

Vertex Shader

Hull Shader

New to DX11, the Hull Shader allows us to set the tessellation factors and define the patch constant function (see DirectX Documentation for details).

Domain Shader

New to DX11, the Domain Shader calculates the vertex position of the sub-divided point in the output patch (see DirectX Documentation for details).

Geometry Shader

Pixel Shader

Output Merger

Swap Chain

Compute Shader

New to DX11, the Compute Shader can be debugged using the Shader Debugger .