If all of the primitives in a draw call are excluded from affecting the render target because they fail a test, then the draw call cannot be expanded and an icon that corresponds to the reason for exclusion is displayed next to it. The pixel was excluded because it failed the stencil test. The pixel was excluded because it failed the scissor test. The pixel was excluded because it failed the depth test. Each reason is represented by an icon that's described in this table: Icon If a primitive is excluded from affecting the pixel color, the exclusion could occur for a variety of reasons. From here you can also examine or debug the pixel shader code that's associated with the primitive, and you can further expand the vertex shader node to examine the vertex shader input. You can expand each primitive to examine how the pixel shader output was merged with the existing pixel color to produce the result color. These icons are described in the section Primitive exclusion later in this article. Primitives that are excluded from having an effect on the pixel color are represented by icons that indicate the reason that the pixel was excluded. Primitives that affect the pixel color are represented by a rounded rectangle that's filled with the result color. To the left of each primitive identifier is an icon that summarizes the effect that the primitive had on the pixel. For example, an identifier such as Triangle (1456) of (6214) means that the primitive corresponds to the 1456th triangle in an object that's made up of 6214 triangles. Primitives that were drawn by the event are identified by their primitive type and index, along with the total primitive count for the object. More complex events such as draw calls generate one or more primitives that might contribute to the color of the pixel. For simple events such as those that clear a render target, the effect of the event is just a color value. The events can be expanded to show their details. When other events had a chance to affect the pixel, they are displayed between the Initial and Final events. A pixel always has these two pseudo-events in its history, even when no other events affected it. The initial color value is determined by the first event that changed the color of the pixel (typically a Clear event). The bottom part of the window displays the events that had a chance to affect the color of the pixel, together with the Initial and Final pseudo-events that represent the initial and final color values of the pixel in the framebuffer. If the check box is cleared, the alpha channel of the color values is ignored. When this check box is selected, the Final Frame Buffer color and intermediate color values are displayed with transparency over a checkerboard pattern. This area also contains the Render Alpha check box. The Final Frame Buffer at the top of the window displays the color that's written to the framebuffer at the end of the frame, together with additional information about the pixel such as the frame that it comes from and its screen coordinates. The Pixel History window displays the complete history of a pixel over the course of the selected frame. This kind of problem would be difficult to diagnose if you only had the final contents of the render target to guide you. For example, a pixel might be rendered incorrectly and then obscured by another, semi-transparent pixel so that their colors are blended together in the framebuffer. You can pinpoint a rendering problem to a specific Direct3D event, even when subsequent events-or subsequent primitives in the same event-continue to change the pixel's final color value. The Graphics Pixel History window in Visual Studio Graphics Analyzer helps you understand how a specific pixel is affected by the Direct3D events that occur during a frame of your game or app.īy using Pixel History, you can analyze how a specific pixel of the render target is affected by Direct3D events during a frame. Applies to: Visual Studio Visual Studio for Mac Visual Studio Code
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