NVIDIA® Nsight™ Development Platform, Visual Studio Edition 2.2 User Guide
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The Frame Debugger allows you to inspect the pipeline information of a specific draw event.
To view pipeline states:
The following table shows the stages that are available for inspection:
IA The Input Assembler shows the layout of your vertex buffers and index buffers, along with a pre-transform rendering of the primitives. VS Shows all of the shader resource views and render target views bound to the Vertex Shader stage, as well as links to the HLSL source code and other shader information. HS On a D3D11 device, this shows all of the shader resource views and render target views bound to the Hull Shader stage, as well as links to the HLSL source code and other shader information. DS On a D3D11 device, this shows all of the shader resource views and render target views bound to the Domain Shader stage, as well as links to the HLSL source code and other shader information. GS Shows all of the shader resource views and render target views bound to the Geometry Shader stage, as well as links to the HLSL source code and other shader information. SO Shows the resources bound for Stream Output. RS Shows the Rasterizer State parameters, including culling mode, scissor and viewport rectangles, etc. PS Shows all of the shader resource views and render target views bound to the Pixel Shader stage, as well as links to the HLSL source code and other shader information. OM Shows the Output Merger parameters, including blending setup, depth, stencil, render target views, etc. CS On a D3D11 device, this shows all of the shader resource views and render target views bound to the Compute Shader stage, as well as links to the HLSL source code and other shader information.
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Note that when you are debugging a DirectX10 application, the list of available pipeline states will be shorter, as the Hull Shader and Domain Shader options are not available for Dx10. |
The Input Assembler page shows the details of your vertex buffers and index buffers, the input layout of the vertices, and a preview of the pre-transform geometry.
The various shader pages display all of the constant buffers, shader resource views, and render target views bound to the given shader stage, as well as links to the HLSL source code and other shader information.
In the constant buffer list, you can expand the buffer to see which HLSL variables are mapped to each entry, as well as the current values.
Applications running Direct3D 10 and 11 will have the Vertex Shader, Geometry Shader, and Pixel Shader entries, and Direct3D 11 adds entries for the Hull Shader, Domain Shader, and Compute Shader.
This graph shows the resources bound for Stream Output.
The Rasterizer State page displays parameters including culling mode, scissor and viewport rectangles, etc.
The Output Merger page shows parameters including blending setup, depth, stencil, currently bound render target views, etc.
NVIDIA® Nsight™ Development Platform, Visual Studio Edition User Guide Rev. 2.2.120522 ©2009-2012. NVIDIA Corporation. All Rights Reserved. | |