890 lines
40 KiB
Markdown
890 lines
40 KiB
Markdown
# Nsight Aftermath SDK
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Aftermath is a compact, easy to use C/C++ library aimed at developers of D3D12
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or Vulkan based applications on Microsoft Windows or Linux, enabling post-mortem
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GPU crash analysis on NVIDIA GeForce based GPUs.
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## Key Features
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The Nsight Aftermath SDK is an easy to use C/C++ API (shared libraries + header
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files), which provides support for three major use cases:
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* GPU crash dump creation
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* GPU crash dump analysis
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* Application instrumentation with light-weight GPU event markers
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Nsight Aftermath's GPU crash dump collection performance footprint is low
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enough to include in a shipping application - allowing developers to mine
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details on why the GPU crashed in the wild, and gather GPU crash dumps for
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further analysis (should the required cloud infrastructure already exist).
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## Application Instrumentation with Event Markers
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In its basic form, this works by allowing programmers to insert markers into
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the GPU pipeline, which can be read post-TDR, in order to determine what work
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item the GPU was processing at the point of failure. Nsight Aftermath also
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includes a facility to query the current device state, much like the
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conventional graphics APIs, but reporting a finer grained reason.
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One of the key principles of Aftermath is for the marker insertion to be as
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unobtrusive as possible. Avoiding situations common with other similar
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debuggers, where their associated performance cost changes timing enough to
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make a bug repro vanish: a "Heisenbug". Aftermath avoids this problem by
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design, while simultaneously not compromising on functionality: a catch-all
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solution for post-mortem GPU crash analysis.
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For Vulkan the Aftermath event marker functionality is exposed as a Vulkan
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extension: `NV_device_diagnostic_checkpoints`.
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## GPU Crash Dump Creation
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In addition to event marker-based GPU work tracking and device state queries,
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Nsight Aftermath also supports the creation of GPU crash dumps for in-depth
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post-mortem GPU crash analysis.
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Integrating GPU crash dump creation into a graphics application allows
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collecting and processing the GPU crash dumps by already established crash
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handling workflows and infrastructure.
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## GPU Crash Dump Inspection and Analysis
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There are two possibilities for a developer to inspect and analyze GPU crash
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dumps collected from an application enabled with Nsight Aftermath's GPU crash
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dump creation feature:
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* Load the GPU crash dump into Nsight Graphics and use the graphical GPU crash
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dump inspector. This option allows for quick and easy access to the data
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stored in the GPU crash dump for visual inspection.
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* Use the Nsight Aftermath GPU crash dump decoding functions to
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programmatically access the data stored in the GPU crash dump. This allows
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for automatic processing and binning of GPU crash dumps in a user-defined
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fashion.
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## Distribution
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The following portions of the SDK are distributable: all .dll / .so files in the
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`lib` directory.
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NOTE: Redistribution of the files is subject to the terms and conditions listed
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in the LICENSE file, including the terms and conditions inherited from any
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third-party component used within this product.
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## Support
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* Microsoft Windows 10 (Version 1809, Version 1903, Version 1909)
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* Linux (kernel 4.15.0 or newer)
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* D3D12, DXR, D3D11 (basic support), Vulkan
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* NVIDIA Turing GPU
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* NVIDIA Display Driver R440 or newer (for D3D)
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* NVIDIA Display Driver R445 or newer (for Vulkan on Windows)
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* NVIDIA Display Driver R455 or newer (for Vulkan on Linux)
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# Usage Examples
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In this section some code snippets can be found that show how to use the Nsight
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Aftermath API for collecting and decoding crash dumps for a D3D12 or Vulkan
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application.
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The code samples cover the following commonly required tasks:
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1. Enable GPU crash dump collection in an application
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2. Configure what data to include in GPU crash dumps
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3. Instrument an application with Aftermath event markers
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4. Handle GPU crash dump callback events
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5. Disable GPU crash dump collection
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6. Use the GPU crash dump decoding API
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## Enabling GPU Crash Dumps
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An application enables GPU crash dump creation by calling
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`GFSDK_Aftermath_EnableGpuCrashDumps()`. To use the Nsight Aftermath API
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functions related to GPU crash dump collection include the
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`GFSDK_Aftermath_GpuCrashDump.h` header file.
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GPU crash dump collection should be enabled before the application creates any
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D3D12, D3D11, or Vulkan device. No GPU crash dumps will be generated for GPU
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crashes or hangs related to devices that were created before the
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`GFSDK_Aftermath_EnableGpuCrashDumps()` call.
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Besides enabling the GPU crash dump feature, this call allows the application
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to register a callback function that will be invoked once a GPU crash is
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detected. In addition, the application can also provide two optional callback
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functions that will be invoked if debug information for shaders is available or
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the application intends to provide additional description or context for the
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exception, such as the current state of the application at the time of the
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crash, to be included with the GPU crash dump.
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The following code snippet shows an example of how to enable GPU crash dumps
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and how to setup the callbacks for crash dump notifications, for shader debug
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information notifications, and for providing additional crash dump description
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data. Only the crash dump callback is mandatory. The other two callbacks are
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optional and can be omitted by passing a NULL pointer if the corresponding
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functionality is not needed. In this example, GPU cash dumps are only enabled
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for D3D12 and D3D11 devices. For watching Vulkan devices the
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`GFSDK_Aftermath_EnableGpuCrashDumps()` functions must be called with
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`GFSDK_Aftermath_GpuCrashDumpWatchedApiFlags_Vulkan`. It is also possible to
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combine both flags, if an application uses both the D3D and the Vulkan API.
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```C++
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void MyApp::InitDevice()
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{
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[...]
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// Enable GPU crash dumps and register callbacks.
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AFTERMATH_CHECK_ERROR(GFSDK_Aftermath_EnableGpuCrashDumps(
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GFSDK_Aftermath_Version_API,
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GFSDK_Aftermath_GpuCrashDumpWatchedApiFlags_DX,
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GFSDK_Aftermath_GpuCrashDumpFeatureFlags_Default, // Default behavior.
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GpuCrashDumpCallback, // Register callback for GPU crash dumps.
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ShaderDebugInfoCallback, // Register callback for shader debug information.
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CrashDumpDescriptionCallback, // Register callback for GPU crash dump description.
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&m_gpuCrashDumpTracker)); // Set the GpuCrashTracker object as user data passed back by the above callbacks.
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[...]
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}
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// Static wrapper for the GPU crash dump handler. See the 'Handling GPU crash dump Callbacks' section for details.
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void MyApp::GpuCrashDumpCallback(const void* pGpuCrashDump, const uint32_t gpuCrashDumpSize, void* pUserData)
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{
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GpuCrashTracker* pGpuCrashTracker = reinterpret_cast<GpuCrashTracker*>(pUserData);
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pGpuCrashTracker->OnCrashDump(pGpuCrashDump, gpuCrashDumpSize);
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}
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// Static wrapper for the shader debug information handler. See the 'Handling Shader Debug Information callbacks' section for details.
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void MyApp::ShaderDebugInfoCallback(const void* pShaderDebugInfo, const uint32_t shaderDebugInfoSize, void* pUserData)
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{
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GpuCrashTracker* pGpuCrashTracker = reinterpret_cast<GpuCrashTracker*>(pUserData);
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pGpuCrashTracker->OnShaderDebugInfo(pShaderDebugInfo, shaderDebugInfoSize);
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}
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// Static wrapper for the GPU crash dump description handler. See the 'Handling GPU Crash Dump Description Callbacks' section for details.
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void MyApp::CrashDumpDescriptionCallback(PFN_GFSDK_Aftermath_AddGpuCrashDumpDescription addDescription, void* pUserData)
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{
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GpuCrashTracker* pGpuCrashTracker = reinterpret_cast<GpuCrashTracker*>(pUserData);
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pGpuCrashTracker->OnDescription(addDescription);
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}
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```
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Enabling GPU crash dumps in an application with
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`GFSDK_Aftermath_EnableGpuCrashDumps()` will override any settings from an
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already active Nsight Aftermath GPU crash dump monitor for this application.
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That means the GPU crash dump monitor will not be notified of any GPU crash
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related to this process nor will it create any GPU crash dumps or shader debug
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information files for D3D or Vulkan devices that are created after the function
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was called. Also, all configuration settings made in the GPU crash dump monitor
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will be ignored.
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## Configuring GPU Crash Dumps
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Which data will be included in GPU crash dumps is configured by the Aftermath
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per-device feature flags. How to configure Aftermath feature flags differs
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between D3D and Vulkan.
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For D3D, the application must call the appropriate
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`GFSDK_Aftermath_DX*_Initialize()` functions to initialize the desired Aftermath
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feature flags.
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For Vulkan, Aftermath feature flags are configured at logical device creation time
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via the `VK_NV_device_diagnostics_config` extension.
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The following sample code shows how to use `GFSDK_Aftermath_DX12_Initialize()`
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to enable the following features for a D3D12 device:
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* _Aftermath event markers_ - this will include information about the Aftermath
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event marker nearest to the crash. Using event markers should be considered
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carefully. Injecting markers in high-frequency code paths can introduce hight
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CPU overhead.
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* _Resource tracking_ - this will include additional information about the
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resource related to a GPU virtual address seen in the case of a crash due to
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a GPU page fault. This includes, for example, information about the size of
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the resource, its format, and the current deletion status of the resource
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object.
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* _Call stack capturing_ - this will include call stack and module information
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for the draw call, compute dispatch, or resource copy nearest to the crash.
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Using this option should be considered carefully. Enabling call stack
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capturing can cause considerable CPU overhead.
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* _Generating shader debug information_ - this instructs the shader compiler to
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generate debug information (line tables) for all shaders. Using this option
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should be considered carefully. It may cause considerable shader compilation
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overhead and additional overhead for handling the corresponding shader debug
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information callbacks.
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``` C++
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void MyApp::InitDevice()
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{
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[...]
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D3D12CreateDevice(hardwareAdapter.Get(), D3D_FEATURE_LEVEL_11_0, IID_PPV_ARGS(&m_device)));
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// Initialize Nsight Aftermath for this device.
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const uint32_t aftermathFlags =
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GFSDK_Aftermath_FeatureFlags_EnableMarkers | // Enable event marker tracking.
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GFSDK_Aftermath_FeatureFlags_EnableResourceTracking | // Enable tracking of resources.
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GFSDK_Aftermath_FeatureFlags_CallStackCapturing | // Capture call stacks for all draw calls, compute dispatches, and resource copies.
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GFSDK_Aftermath_FeatureFlags_GenerateShaderDebugInfo; // Generate debug information for shaders.
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AFTERMATH_CHECK_ERROR(GFSDK_Aftermath_DX12_Initialize(
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GFSDK_Aftermath_Version_API,
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aftermathFlags,
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m_device.Get()));
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[...]
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}
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```
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The same kind of Aftermath feature selection for a Vulkan device could look like
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this:
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``` C++
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void MyApp::InitDevice()
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{
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std::vector<char const*> extensionNames;
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[...]
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// Enable NV_device_diagnostic_checkpoints extension to be able to
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// use Aftermath event markers.
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extensionNames.push_back(VK_NV_DEVICE_DIAGNOSTIC_CHECKPOINTS_EXTENSION_NAME);
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// Enable NV_device_diagnostics_config extension to configure Aftermath
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// features.
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extensionNames.push_back(VK_NV_DEVICE_DIAGNOSTICS_CONFIG_EXTENSION_NAME);
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// Set up device creation info for Aftermath feature flag configuration.
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VkDeviceDiagnosticsConfigFlagsNV aftermathFlags =
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VK_DEVICE_DIAGNOSTICS_CONFIG_ENABLE_RESOURCE_TRACKING_BIT_NV | // Enable tracking of resources.
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VK_DEVICE_DIAGNOSTICS_CONFIG_ENABLE_AUTOMATIC_CHECKPOINTS_BIT_NV | // Capture call stacks for all draw calls, compute dispatches, and resource copies.
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VK_DEVICE_DIAGNOSTICS_CONFIG_ENABLE_SHADER_DEBUG_INFO_BIT_NV; // Generate debug information for shaders.
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VkDeviceDiagnosticsConfigCreateInfoNV aftermathInfo = {};
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aftermathInfo.sType = VK_STRUCTURE_TYPE_DEVICE_QUEUE_CREATE_INFO;
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aftermathInfo.flags = aftermathFlags;
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// Set up device creation info.
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VkDeviceCreateInfo deviceInfo = {};
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deviceInfo.sType = VK_STRUCTURE_TYPE_DEVICE_QUEUE_CREATE_INFO;
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deviceInfo.pNext = &aftermath_info;
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deviceInfo.queueCreateInfoCount = 1;
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deviceInfo.pQueueCreateInfos = &queueInfo;
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deviceInfo.enabledExtensionCount = extensionNames.size();
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deviceInfo.ppEnabledExtensionNames = extensionNames.data();
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// Create the logical device.
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VkDevice device;
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vkCreateDevice(physicalDevice, &deviceInfo, NULL, &device);
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[...]
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}
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```
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## Inserting Event Markers
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The Aftermath API provides a simple and light-weight solution for inserting
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event markers on the GPU timeline.
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Here is some D3D12 example code that shows how to create the necessary command
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context handle with `GFSDK_Aftermath_DX12_CreateContextHandle()` and how to
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call `GFSDK_Aftermath_SetEventMarker()` to set a simple event marker with a
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character string as payload.
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```C++
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void MyApp::PopulateCommandList()
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{
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// Create the command list.
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m_device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, m_commandAllocator.Get(), m_pipelineState.Get(), IID_PPV_ARGS(&m_commandList)));
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// Create an Nsight Aftermath context handle for setting Aftermath event markers in this command list.
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AFTERMATH_CHECK_ERROR(GFSDK_Aftermath_DX12_CreateContextHandle(m_commandList.Get(), &m_hAftermathCommandListContext));
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[...]
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// Add an Aftermath event marker with a 0-terminated string as payload.
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std::string eventMarker = "Draw Triangle";
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AFTERMATH_CHECK_ERROR(GFSDK_Aftermath_SetEventMarker(m_hAftermathCommandListContext, (void*)eventMarker.c_str(), (unsigned int)eventMarker.size() + 1));
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m_commandList->DrawInstanced(3, 1, 0, 0);
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[...]
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}
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```
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For reduced CPU overhead, use `GFSDK_Aftermath_SetEventMarker()` with
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`dataSize=0`. This instructs Aftermath not to allocate and copy off memory
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internally, relying on the application to manage marker pointers itself.
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For Vulkan, similar functionality is provided via the
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`NV_device_diagnostic_checkpoints` extension. When this extension is enabled for
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a Vulkan device event markers can be inserted in a command buffer with the
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`vkCmdSetCheckpointNV()` function.
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```C++
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void MyApp::RecordCommandBuffer()
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{
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[...]
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// Add an Aftermath event marker pointing to a null-terminated string.
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vkCmdSetCheckpointNV(commandBuffer, "Draw Cube");
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[...]
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}
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```
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## Handling GPU Crash Dump Callbacks
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When Nsight Aftermath GPU crash dumps are enabled, and a GPU crash or hang is
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detected, the necessary data is gathered and a GPU crash dump is created from
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it. Then the GPU crash dump callback function that was registered with the
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`GFSDK_Aftermath_EnableGpuCrashDumps()` will be invoked to notify the
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application. In the callback the application can either decode the GPU crash
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dump data using the GPU crash dump decoding API or forward it to the crash
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handling infrastructure.
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In the simple example implementation of a GPU crash dump callback handler is
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shown below the GPU crash dump data is simply stored to a file. This file could
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then be opened for analysis with Nsight Graphics.
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```C++
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// Handler for GPU crash dump callbacks (called by GpuCrashDumpCallback).
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void GpuCrashTracker::OnCrashDump(const void* pGpuCrashDump, const uint32_t gpuCrashDumpSize)
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{
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// Make sure only one thread at a time...
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std::lock_guard<std::mutex> lock(m_mutex);
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// Write to file for later in-depth analysis.
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WriteGpuCrashDumpToFile(pGpuCrashDump, gpuCrashDumpSize);
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}
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```
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Note that all callback functions are free-threaded, and that the application is
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responsible for providing thread-safe callback handlers.
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It is also important to note that `DXGI_ERROR` error notification is asynchronous
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to the NVIDIA display driver's GPU crash handling. That means applications
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should check the return value of IDXGISwapChain::Present() and give the Nsight
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Aftermath GPU crash dump processing thread some time to do its work before
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releasing the D3D device or terminating the process.
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## Handling GPU Crash Dump Description Callbacks
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An application can register an optional callback function that allows it to
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provide supplemental information about a crash. This callback is called after
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the GPU crash happened, but before the actual GPU crash dump callback. This
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presents the opportunity for the application to provide information such as
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application name, application version, or user defined data, for example,
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current engine state. The data provided will be stored in the GPU crash dump.
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Here is an example of a basic GPU crash dump description handler. Data is added
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to the crash dump by calling the `addDescription()` function provided by the
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callback.
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```C++
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// Handler for GPU crash dump description callbacks (called by CrashDumpDescriptionCallback).
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void GpuCrashTracker::OnDescription(PFN_GFSDK_Aftermath_AddGpuCrashDumpDescription addDescription)
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{
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// Add some basic description about the crash.
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addDescription(GFSDK_Aftermath_GpuCrashDumpDescriptionKey_ApplicationName, "Hello Nsight Aftermath");
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addDescription(GFSDK_Aftermath_GpuCrashDumpDescriptionKey_ApplicationVersion, "v1.0");
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addDescription(GFSDK_Aftermath_GpuCrashDumpDescriptionKey_UserDefined, "This is a GPU crash dump example");
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addDescription(GFSDK_Aftermath_GpuCrashDumpDescriptionKey_UserDefined + 1, "Engine State: Rendering");
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}
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```
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Note that all callback functions are free-threaded; the application is
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responsible for providing thread-safe callback handlers.
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## Handling Shader Debug Information Callbacks
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If the device was configured with the `GenerateShaderDebugInfo` feature flag,
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the generated shader debug information will be communicated to the application
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through the (optional) shader debug information callback function that was
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registered when the `GFSDK_Aftermath_EnableGpuCrashDumps()` was called. This debug
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information will be required to map from shader instruction addresses to
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intermediate assembly language (IL) instructions or high-level source lines when
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analyzing a crash dump in Nsight Graphics or when using the GPU crash dump to
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JSON decoding functions of the Nsight Aftermath API. If this functionality is
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not required, an application can omit the `GenerateShaderDebugInfo` flag when
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configuring the device and pass `nullptr` for the shader debug information
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callback. This might be desirable, because generating shader debug information
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incurs overhead in shader compilation and for handling the callback.
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Here is a simple example implementation of a callback handler that writes
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the data to disk using the unique shader debug info identifier queried from the
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opaque shader debug information blob.
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```C++
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// Handler for shader debug information callbacks (called by ShaderDebugInfoCallback)
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void GpuCrashTracker::OnShaderDebugInfo(const void* pShaderDebugInfo, const uint32_t shaderDebugInfoSize)
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{
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// Make sure only one thread at a time...
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std::lock_guard<std::mutex> lock(m_mutex);
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// Get shader debug information identifier.
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GFSDK_Aftermath_ShaderDebugInfoIdentifier identifier = {};
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AFTERMATH_CHECK_ERROR(GFSDK_Aftermath_GetShaderDebugInfoIdentifier(GFSDK_Aftermath_Version_API, pShaderDebugInfo, shaderDebugInfoSize, &identifier));
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// Write to file for later in-depth analysis of crash dumps with Nsight Graphics.
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WriteShaderDebugInformationToFile(identifier, pShaderDebugInfo, shaderDebugInfoSize);
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}
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```
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By default, the shader debug information callback will be invoked for every
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shader that is compiled by the NVIDIA display driver. It is the responsibility
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of the implementation to handle those callbacks and store the data in case a GPU
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crash occurs. To simplify the process the Nsight Aftermath library can handle
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the caching of the debug information and only invoke the callback in case of a
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GPU crash and only for the shaders referenced in the corresponding GPU crash
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dump. This behavior is enabled by passing the
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`GFSDK_Aftermath_GpuCrashDumpFeatureFlags_DeferDebugInfoCallbacks` flag to
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`GFSDK_Aftermath_EnableGpuCrashDumps()` when enabling GPU crash dumps.
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Note that all callback functions are free-threaded; the application is
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responsible for providing thread-safe callback handlers.
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## Disable GPU Crash Dumps
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To disable GPU crash dumps simply call `GFSDK_Aftermath_DisableGpuCrashDumps()`.
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```C++
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MyApp::~MyApp()
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{
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[...]
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// Disable GPU crash dump creation.
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GFSDK_Aftermath_DisableGpuCrashDumps();
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[...]
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}
|
|
```
|
|
|
|
Disabling GPU crash dumps in an application with
|
|
`GFSDK_Aftermath_DisableGpuCrashDumps()` will re-enable any Nsight Aftermath GPU
|
|
crash dump monitor settings for this application, if it is running on the
|
|
system. After this, the GPU crash dump monitor will be notified of any GPU crash
|
|
related to this process and will create GPU crash dumps and shader debug
|
|
information files for all active devices.
|
|
|
|
## Reading GPU Crash Dumps
|
|
|
|
The Nsight Aftermath library provides several functions for decoding GPU crash
|
|
dumps and for querying data from the crash dumps. To use these functions
|
|
include the `GFSD_Aftermath_GpuCrashDumpDecoding.h` header file.
|
|
|
|
The first step in decoding a GPU crash dump is to create a decoder object for
|
|
it by calling `GFSDK_Aftermath_GpuCrashDump_CreateDecoder()`:
|
|
|
|
```C++
|
|
// Create a GPU crash dump decoder object for the GPU crash dump.
|
|
GFSDK_Aftermath_GpuCrashDump_Decoder decoder = {};
|
|
AFTERMATH_CHECK_ERROR(GFSDK_Aftermath_GpuCrashDump_CreateDecoder(
|
|
GFSDK_Aftermath_Version_API,
|
|
pGpuCrashDump,
|
|
gpuCrashDumpSize,
|
|
&decoder));
|
|
```
|
|
Then one or more decoder functions can be used to read data from a GPU crash
|
|
dump. The data in the GPU crash dumps varies depending on the type of GPU crash
|
|
and the feature flags used when initializing Aftermath. For example, if the
|
|
application does not use Aftermath event markers, querying Aftermath event
|
|
marker information will fail. The decoder will return
|
|
`GFSDK_Aftermath_Result_NotAvailable` if the requested data is not available.
|
|
An implementation should be aware of that and handle the situation accordingly.
|
|
|
|
Here is an example of how to query GPU page fault information from a GPU crash
|
|
dump using a previously created decoder object:
|
|
|
|
```C++
|
|
// Query GPU page fault information.
|
|
GFSDK_Aftermath_GpuCrashDump_PageFaultInfo pageFaultInfo = {};
|
|
GFSDK_Aftermath_Result result = GFSDK_Aftermath_GpuCrashDump_GetPageFaultInfo(decoder, &pageFaultInfo);
|
|
|
|
if (GFSDK_Aftermath_SUCCEED(result) && result != GFSDK_Aftermath_Result_NotAvailable)
|
|
{
|
|
// Print information about the GPU page fault.
|
|
Utility::Printf("GPU page fault at 0x%016llx", pageFaultInfo.faultingGpuVA);
|
|
if (pageFaultInfo.bHasResourceInfo)
|
|
{
|
|
Utility::Printf("Fault in resource starting at 0x%016llx", pageFaultInfo.resourceInfo.gpuVa);
|
|
Utility::Printf("Size of resource: (w x h x d x ml) = {%u, %u, %u, %u} = %llu bytes",
|
|
pageFaultInfo.resourceInfo.width,
|
|
pageFaultInfo.resourceInfo.height,
|
|
pageFaultInfo.resourceInfo.depth,
|
|
pageFaultInfo.resourceInfo.mipLevels,
|
|
pageFaultInfo.resourceInfo.size);
|
|
Utility::Printf("Format of resource: %u", pageFaultInfo.resourceInfo.format);
|
|
Utility::Printf("Resource was destroyed: %d", pageFaultInfo.resourceInfo.bWasDestroyed);
|
|
}
|
|
}
|
|
```
|
|
|
|
Some decoding functions require the caller to provide an appropriately sized
|
|
buffer for the data they return. Those come with an additional function to
|
|
query the size of the buffer. For example, querying all the active shaders at
|
|
the time of the GPU crash or hang could look like this:
|
|
|
|
```C++
|
|
// First query active shaders count.
|
|
uint32_t shaderCount = 0;
|
|
GFSDK_Aftermath_Result result = GFSDK_Aftermath_GpuCrashDump_GetActiveShadersInfoCount(decoder, &shaderCount);
|
|
|
|
if (GFSDK_Aftermath_SUCCEED(result) && result != GFSDK_Aftermath_Result_NotAvailable)
|
|
{
|
|
// Allocate buffer for results.
|
|
std::vector<GFSDK_Aftermath_GpuCrashDump_ShaderInfo> shaderInfos(shaderCount);
|
|
|
|
// Query active shaders information.
|
|
result = GFSDK_Aftermath_GpuCrashDump_GetActiveShadersInfo(decoder, shaderCount, shaderInfos.data());
|
|
|
|
if (GFSDK_Aftermath_SUCCEED(result))
|
|
{
|
|
// Print information for each active shader
|
|
for (const GFSDK_Aftermath_GpuCrashDump_ShaderInfo& shaderInfo : shaderInfos)
|
|
{
|
|
Utility::Printf("Active shader: ShaderHash = 0x%016llx ShaderInstance = 0x%016llx Shadertype = %u",
|
|
shaderInfo.shaderHash,
|
|
shaderInfo.shaderInstance,
|
|
shaderInfo.shaderType);
|
|
}
|
|
}
|
|
}
|
|
```
|
|
|
|
Finally, the GPU crash dump decoder also provides functions for converting a GPU
|
|
crash dump into JSON format. Here is a code example for creating JSON from a GPU
|
|
crash dump including, information about all the shaders active at the time of
|
|
the GPU crash or hang. The infomration also includes the corresponding active
|
|
shader warps, including their mapping back to intermediate assembly language
|
|
(IL) instructions or source, if available. The later requires the caller to also
|
|
provide a couple of callback functions the decoder will invoke to query shader
|
|
debug information and shader binaries (dxc shader object outputs or SPIR-V
|
|
shader files). These are optional and implementations not interested in mapping
|
|
shader instruction addresses to IL or source lines can simply pass
|
|
`nullptr`. However, if shader instruction mapping is desired, the implementation
|
|
needs to ensure that it can provide the necessary information to the decoder.
|
|
|
|
```C++
|
|
// Flags controlling what to include in the JSON data
|
|
const uint32_t jsonDecoderFlags =
|
|
GFSDK_Aftermath_GpuCrashDumpDecoderFlags_SHADER_INFO | // Include information about active shaders.
|
|
GFSDK_Aftermath_GpuCrashDumpDecoderFlags_WARP_STATE_INFO | // Include information about active shader warps.
|
|
GFSDK_Aftermath_GpuCrashDumpDecoderFlags_SHADER_MAPPING_INFO; // Try to map shader instruction addresses to shader lines.
|
|
|
|
// Query the size of the required results buffer
|
|
uint32_t jsonSize = 0;
|
|
GFSDK_Aftermath_Result result = GFSDK_Aftermath_GpuCrashDump_GenerateJSON(
|
|
decoder,
|
|
jsonDecoderFlags, // The flags controlling what information to include in the JSON.
|
|
GFSDK_Aftermath_GpuCrashDumpFormatterFlags_CONDENSED_OUTPUT, // Generate condensed out, i.e. omit all unnecessary whitespace.
|
|
ShaderDebugInfoLookupCallback, // Callback function invoked to find shader debug information data.
|
|
ShaderLookupCallback, // Callback function invoked to find shader binary data by shader hash.
|
|
ShaderInstructionsLookupCallback, // Callback function invoked to find shader binary shader data by instructions hash.
|
|
ShaderSourceDebugDataLookupCallback, // Callback function invoked to find shader source debug data by shader DebugName.
|
|
&m_gpuCrashDumpTracker, // User data that will be provided to the above callback functions.
|
|
&jsonSize); // Result of the call: size in bytes of the generated JSON data.
|
|
|
|
if (GFSDK_Aftermath_SUCCEED(result) && result != GFSDK_Aftermath_Result_NotAvailable)
|
|
{
|
|
// Allocate buffer for results.
|
|
std::vector<char> json(jsonSize);
|
|
|
|
// Query the generated JSON data taht si cached inside the decoder object.
|
|
result = GFSDK_Aftermath_GpuCrashDump_GetJSON(
|
|
decoder,
|
|
json.size(),
|
|
json.data());
|
|
if (GFSDK_Aftermath_SUCCEED(result))
|
|
{
|
|
Utility::Printf("JSON: %s", json.data());
|
|
}
|
|
}
|
|
```
|
|
|
|
Possible implementations for the shader debug information and shader binary
|
|
lookup callbacks:
|
|
|
|
```C++
|
|
|
|
// Static callback wrapper for OnShaderDebugInfoLookup
|
|
void MyApp::ShaderDebugInfoLookupCallback(
|
|
const GFSDK_Aftermath_ShaderDebugInfoIdentifier* pIdentifier,
|
|
PFN_GFSDK_Aftermath_SetData setShaderDebugInfo,
|
|
void* pUserData)
|
|
{
|
|
GpuCrashTracker* pGpuCrashTracker = reinterpret_cast<GpuCrashTracker*>(pUserData);
|
|
pGpuCrashTracker->OnShaderDebugInfoLookup(*pIdentifier, setShaderDebugInfo);
|
|
}
|
|
|
|
// Static callback wrapper for OnShaderLookup
|
|
void MyApp::ShaderLookupCallback(
|
|
const GFSDK_Aftermath_ShaderHash* pShaderHash,
|
|
PFN_GFSDK_Aftermath_SetData setShaderBinary,
|
|
void* pUserData)
|
|
{
|
|
GpuCrashTracker* pGpuCrashTracker = reinterpret_cast<GpuCrashTracker*>(pUserData);
|
|
pGpuCrashTracker->OnShaderLookup(*pShaderHash, setShaderBinary);
|
|
}
|
|
|
|
// Static callback wrapper for OnShaderInstructionsLookup
|
|
void MyApp::ShaderInstructionsLookupCallback(
|
|
const GFSDK_Aftermath_ShaderInstructionsHash* pShaderInstructionsHash,
|
|
PFN_GFSDK_Aftermath_SetData setShaderBinary,
|
|
void* pUserData)
|
|
{
|
|
GpuCrashTracker* pGpuCrashTracker = reinterpret_cast<GpuCrashTracker*>(pUserData);
|
|
pGpuCrashTracker->OnShaderInstructionsLookup(*pShaderInstructionsHash, setShaderBinary);
|
|
}
|
|
|
|
// Static callback wrapper for OnShaderSourceDebugInfoLookup
|
|
void MyApp::ShaderSourceDebugInfoLookupCallback(
|
|
const GFSDK_Aftermath_ShaderDebugName* pShaderDebugName,
|
|
PFN_GFSDK_Aftermath_SetData setShaderBinary,
|
|
void* pUserData)
|
|
{
|
|
GpuCrashTracker* pGpuCrashTracker = reinterpret_cast<GpuCrashTracker*>(pUserData);
|
|
pGpuCrashTracker->OnShaderSourceDebugInfoLookup(*pShaderDebugName, setShaderBinary);
|
|
}
|
|
|
|
// Handler for shader debug information lookup callbacks.
|
|
// This is used by the JSON decoder for mapping shader instruction
|
|
// addresses to IL lines or source lines.
|
|
void GpuCrashTracker::OnShaderDebugInfoLookup(
|
|
const GFSDK_Aftermath_ShaderDebugInfoIdentifier& identifier,
|
|
PFN_GFSDK_Aftermath_SetData setShaderDebugInfo) const
|
|
{
|
|
// Search the list of shader debug information blobs received earlier.
|
|
auto i_debugInfo = m_shaderDebugInfo.find(identifier);
|
|
if (i_debugInfo == m_shaderDebugInfo.end())
|
|
{
|
|
// Early exit, nothing found. No need to call setShaderDebugInfo.
|
|
return;
|
|
}
|
|
|
|
// Let the GPU crash dump decoder know about the shader debug information
|
|
// that was found.
|
|
setShaderDebugInfo(i_debugInfo->second.data(), i_debugInfo->second.size());
|
|
}
|
|
|
|
// Handler for shader lookup callbacks.
|
|
// This is used by the JSON decoder for mapping shader instruction
|
|
// addresses to IL lines or source lines.
|
|
// NOTE: If the application loads stripped shader binaries, Aftermath
|
|
// will require access to both the stripped and the non-stripped
|
|
// shader binaries.
|
|
void GpuCrashTracker::OnShaderLookup(
|
|
const GFSDK_Aftermath_ShaderHash& shaderHash,
|
|
PFN_GFSDK_Aftermath_SetData setShaderBinary) const
|
|
{
|
|
// Find shader binary data for the shader instruction hash in the shader database.
|
|
std::vector<uint8_t> shaderBinary;
|
|
if (!m_shaderDatabase.FindShaderBinary(shaderInstructionsHash, shaderBinary))
|
|
{
|
|
// Early exit, nothing found. No need to call setShaderBinary.
|
|
return;
|
|
}
|
|
|
|
// Let the GPU crash dump decoder know about the shader data
|
|
// that was found.
|
|
setShaderBinary(shaderBinary.data(), shaderBinary.size());
|
|
}
|
|
|
|
// Handler for shader instructions lookup callbacks (D3D-only).
|
|
// This is used by the JSON decoder for mapping shader instruction
|
|
// addresses to DXIL lines or HLSL source lines.
|
|
// NOTE: If the application loads stripped shader binaries (-Qstrip_debug),
|
|
// Aftermath will require access to both the stripped and the non-stripped
|
|
// shader binaries.
|
|
void GpuCrashTracker::OnShaderInstructionsLookup(
|
|
const GFSDK_Aftermath_ShaderInstructionsHash& shaderInstructionsHash,
|
|
PFN_GFSDK_Aftermath_SetData setShaderBinary) const
|
|
{
|
|
// Find shader binary data for the shader instruction hash in the shader database.
|
|
std::vector<uint8_t> shaderBinary;
|
|
if (!m_shaderDatabase.FindShaderBinary(shaderInstructionsHash, shaderBinary))
|
|
{
|
|
// Early exit, nothing found. No need to call setShaderBinary.
|
|
return;
|
|
}
|
|
|
|
// Let the GPU crash dump decoder know about the shader data
|
|
// that was found.
|
|
setShaderBinary(shaderBinary.data(), shaderBinary.size());
|
|
}
|
|
|
|
// Handler for shader source debug info lookup callbacks.
|
|
// This is used by the JSON decoder for mapping shader instruction addresses to
|
|
// source lines, if the shaders used by the application were compiled with
|
|
// separate debug info data files.
|
|
void GpuCrashTracker::OnShaderSourceDebugInfoLookup(
|
|
const GFSDK_Aftermath_ShaderDebugName& shaderDebugName,
|
|
PFN_GFSDK_Aftermath_SetData setShaderBinary) const
|
|
{
|
|
// Find source debug info for the shader DebugName in the shader database.
|
|
std::vector<uint8_t> sourceDebugInfo;
|
|
if (!m_shaderDatabase.FindSourceShaderDebugData(shaderDebugName, sourceDebugInfo))
|
|
{
|
|
// Early exit, nothing found. No need to call setShaderBinary.
|
|
return;
|
|
}
|
|
|
|
// Let the GPU crash dump decoder know about the shader debug data that
|
|
// was found.
|
|
setShaderBinary(sourceDebugInfo.data(), sourceDebugInfo.size());
|
|
}
|
|
|
|
```
|
|
|
|
Last, the decoder object should be destroyed, if no longer needed, to free up
|
|
all memory allocated for it:
|
|
|
|
```C++
|
|
// Destroy the GPU crash dump decoder object.
|
|
AFTERMATH_CHECK_ERROR(GFSDK_Aftermath_GpuCrashDump_DestroyDecoder(decoder));
|
|
```
|
|
|
|
# Shader Compilation for Source Mapping
|
|
|
|
## D3D12
|
|
|
|
The following variants of generating source shader debug information for HLSL
|
|
shaders are supported:
|
|
|
|
1. Compile and use full shader blobs
|
|
|
|
Compile the shaders with the debug information. Use the full (i.e. not
|
|
stripped) shader binary when running the application and make it accessible
|
|
through `ShaderLookupCallback` and `ShaderInstructionsLookupCallback`. In
|
|
this case there is no need to provide a `ShaderSourceDebugDataLookupCallback`.
|
|
|
|
Compilation example:
|
|
```
|
|
dxc -Zi [..] -Fo shader.bin shader.hlsl
|
|
```
|
|
|
|
2. Compile and strip
|
|
|
|
Compile the shaders with debug information and then strip off the debug
|
|
information. Use the stripped shader binary data when running the
|
|
application. Make the stripped shader binary data accessible through
|
|
`ShaderLookupCallback` and `ShaderInstructionsLookupCallback`. In addition,
|
|
make the non-stripped shader binary data accessible through
|
|
`ShaderSourceDebugDataLookupCallback`.
|
|
|
|
Compilation example:
|
|
```
|
|
dxc -Zi [..] -Fo full_shader.bin shader.hlsl
|
|
dxc -dumpbin -Qstrip_debug -Fo shader.bin full_shader.bin
|
|
```
|
|
|
|
The shader's DebugName required for implementing the
|
|
ShaderSourceDebugDataLookupCallback may be extracted from the stripped or
|
|
the non-stripped shader binary data with
|
|
`GFSDK_Aftermath_GetShaderDebugName()`.
|
|
|
|
3. Compile with separate debug information (and auto-generated debug data file name)
|
|
|
|
Compile the shaders with debug information and instruct the compiler to store
|
|
the debug meta data in a separate shader debug information file. The name of
|
|
the file generated by the compiler will match the DebugName of the shader.
|
|
Make the shader binary data accessible through `ShaderLookupCallback` and
|
|
`ShaderInstructionsLookupCallback`. In addition, make the data from the
|
|
compiler generated shader debug data file accessible through
|
|
`ShaderSourceDebugDataLookupCallback`.
|
|
|
|
Compilation example:
|
|
```
|
|
dxc -Zi [..] -Fo shader.bin -Fd debugInfo\ shader.hlsl
|
|
```
|
|
|
|
The debug data file generated by the compiler does not contain any reference
|
|
to the shader's DebugName. It is the responsibility of the user providing
|
|
the `ShaderSourceDebugDataLookupCallback` callback to implement a solution to
|
|
lookup the debug data based on the name of the generated debug data file.
|
|
|
|
4. Compile with separate debug information (and user-defined debug data file name)
|
|
|
|
Compile the shaders with debug information and instruct the compiler to
|
|
store the debug meta data in a separate shader debug information file. The
|
|
name of the file is freely choosen by the user. Make the shader binary data
|
|
accessible through `ShaderLookupCallback` and
|
|
`ShaderInstructionsLookupCallback`. In addition, make the data from the
|
|
compiler generated shader debug data file accessible through
|
|
`ShaderSourceDebugDataLookupCallback`.
|
|
|
|
Compilation example:
|
|
```
|
|
dxc -Zi [..] -Fo shader.bin -Fd debugInfo\shader.dbg shader.hlsl
|
|
```
|
|
|
|
The debug data file generated by the compiler does not contain any reference
|
|
to the shader's DebugName. It is the responsibility of the user providing
|
|
the `ShaderSourceDebugDataLookupCallback` callback to implement a solution
|
|
that performs the lookup of the debug data based on a mapping between the
|
|
shader's DebugName the debug data file's name that was chosen for the
|
|
compilation. The shader's DebugName may be extracted from the shader binary
|
|
data with `GFSDK_Aftermath_GetShaderDebugName()`.
|
|
|
|
## Vulkan (SPIR-V)
|
|
|
|
For SPIR-V shaders, the Aftermath SDK provides support for the following variants
|
|
of generating source shader debug information:
|
|
|
|
1) Compile and use a full shader blob
|
|
Compile the shaders with the debug information. Use the full (i.e. not
|
|
stripped) shader binary when running the application and make it accessible
|
|
through `ShaderLookupCallback`. In this case there is no need to provide
|
|
ShaderInstructionsLookupCallback` or ShaderSourceDebugInfoLookupCallback`.
|
|
|
|
Compilation example using the Vulkan SDK tool-chain:
|
|
```
|
|
glslangValidator -V -g -o ./full/shader.spv shader.vert
|
|
```
|
|
|
|
2) Compile and strip
|
|
Compile the shaders with debug information and then strip off the debug
|
|
information. Use the stripped shader binary data when running the application.
|
|
Make the stripped shader binary data accessible through shaderLookupCb.
|
|
In addition, make the non-stripped shader binary data accessible through
|
|
`ShaderSourceDebugInfoLookupCallback`.
|
|
|
|
Compilation example using the Vulkan SDK tool-chain:
|
|
```
|
|
glslangValidator -V -g -o ./full/shader.spv shader.vert
|
|
spirv-remap --map all --strip-all --input full/shader.spv --output ./stripped/
|
|
````
|
|
|
|
The (decoder) application then needs to pass the contents of the
|
|
`full/shader.spv` and `stripped/shader.spv` pair to
|
|
`GFSDK_Aftermath_GetDebugNameSpirv()` to generate the shader DebugName to
|
|
use with `ShaderSourceDebugInfoLookupCallback`.
|
|
|
|
# Limitations and Known Issues
|
|
|
|
* Nsight Aftermath covers only GPU crashes. CPU crashes in the NVIDIA display
|
|
driver, the D3D runtime, the Vulkan loader, or the application cannot be
|
|
captured.
|
|
* Nsight Aftermath is only fully supported on Turing or later GPUs.
|
|
|
|
## D3D
|
|
|
|
* Nsight Aftermath is only fully supported for D3D12 devices. Only basic support
|
|
with a reduced feature set (no resource tracking and no shader address
|
|
mapping) is available for D3D11 devcies.
|
|
* Nsight Aftermath is fully supported on Windows 10, with limited support on
|
|
Windows 7.
|
|
* Nsight Aftermath event markers and resource tracking is incompatible with the
|
|
D3D debug layer and tools using D3D API interception, such as Microsoft PIX
|
|
or Nsight Graphics.
|
|
* Shader line mappings for active warps are only supported for DXIL shaders,
|
|
i.e. Shader Model 6 or above.
|
|
* Due to a known driver bug the captured GPU state may be incomplete for
|
|
drivers < R440. This can affect the capturing of shader instruction addresses
|
|
for active warps.
|
|
|
|
## Vulkan
|
|
|
|
* On Linux, due to a driver limitation the device status reported by
|
|
`GFSDK_Aftermath_GpuCrashDump_GetDeviceInfo` is always
|
|
`GFSDK_Aftermath_Device_Status_Unknown`. This will be fixed in an upcoming
|
|
Linux display driver release.
|
|
|
|
# Copyright and Licenses
|
|
|
|
See LICENSE file.
|