nSight 4.1 - can't see HLSL shader code, only ASM
Hi KuDeSnik33ra, We don't support Mawell's shader debug right now, ;( Thanks An
Hi KuDeSnik33ra,

We don't support Mawell's shader debug right now, ;(

Thanks
An

#31
Posted 03/23/2015 02:52 AM   
Hello, even on Titan X? Will it ever be supported?
Hello, even on Titan X? Will it ever be supported?

#32
Posted 03/24/2015 06:26 PM   
Hi KuDeSnik33ra, Yes, Titan X is also a Maxwell GPU. Sure, it will be supported. Thanks An
Hi KuDeSnik33ra,

Yes, Titan X is also a Maxwell GPU. Sure, it will be supported.

Thanks
An

#33
Posted 03/25/2015 05:21 AM   
Hello, did you figure out what the issues were here, because now I'm experiencing the same problems, I cannot see any HLSL code, only D3DASM. I can set breakpoints and debug the D3DASM just fine, but I would like to debug HLSL code :\ My setup is this: Windows 10 - 64-bit Microsoft Visual Studio Professional 2015 - Version 14.0.25425.01 Update 3 NVIDIA Nsight Visual Studio Edition - 5.2.0.16268 GPU processor: GeForce GTX 760 Driver version: 373.06 In NVIDIA Nsight Option: Force assembly debugging: False Show disassembly if source does not exist: Ask I have downloaded the directx samples from here: https://github.com/walbourn/directx-sdk-samples And then built Direct3D11Tutorials/Tutorial02. I changed the CompileShaderFromFile() function to this: [code] HRESULT CompileShaderFromFile( WCHAR* szFileName, LPCSTR szEntryPoint, LPCSTR szShaderModel, ID3DBlob** ppBlobOut ) { HRESULT hr = S_OK; DWORD dwShaderFlags = D3DCOMPILE_PREFER_FLOW_CONTROL | D3DCOMPILE_DEBUG | D3DCOMPILE_SKIP_OPTIMIZATION; ID3DBlob* pErrorBlob = nullptr; hr = D3DCompileFromFile( szFileName, nullptr, nullptr, szEntryPoint, szShaderModel, dwShaderFlags, 0, ppBlobOut, &pErrorBlob ); if( FAILED(hr) ) { if( pErrorBlob ) { OutputDebugStringA( reinterpret_cast<const char*>( pErrorBlob->GetBufferPointer() ) ); pErrorBlob->Release(); } return hr; } if( pErrorBlob ) pErrorBlob->Release(); return S_OK; } [/code] What I end up with in nSight when debugging the vertex shader of the triangle drawcall (Event 4) is this: [code] // // Generated by Microsoft (R) HLSL Shader Compiler 10.1 // // // // Input signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // POSITION 0 xyzw 0 NONE float xyzw // // // Output signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // SV_POSITION 0 xyzw 0 POS float xyzw // 0x00000000: vs_5_0 0x00000008: dcl_globalFlags refactoringAllowed | skipOptimization 0x0000000C: dcl_input v0.xyzw 0x00000018: dcl_output_siv o0.xyzw, position 0x00000028: mov o0.xyzw, v0.xyzw 0x0000003C: ret // Approximately 2 instruction slots used [/code] What I have tried thus far is: uninstall nsight, delete Nsight in "\ProgramData\NVIDIA Corporation", reinstall nSight delete Nsight folder in "\Users\xxx\AppData\Roaming\NVIDIA Corporation" Any suggestions?
Hello, did you figure out what the issues were here, because now I'm experiencing the same problems, I cannot see any HLSL code, only D3DASM. I can set breakpoints and debug the D3DASM just fine, but I would like to debug HLSL code :\

My setup is this:
Windows 10 - 64-bit
Microsoft Visual Studio Professional 2015 - Version 14.0.25425.01 Update 3
NVIDIA Nsight Visual Studio Edition - 5.2.0.16268
GPU processor: GeForce GTX 760
Driver version: 373.06

In NVIDIA Nsight Option:
Force assembly debugging: False
Show disassembly if source does not exist: Ask

I have downloaded the directx samples from here: https://github.com/walbourn/directx-sdk-samples

And then built Direct3D11Tutorials/Tutorial02.
I changed the CompileShaderFromFile() function to this:
HRESULT CompileShaderFromFile( WCHAR* szFileName, LPCSTR szEntryPoint, LPCSTR szShaderModel, ID3DBlob** ppBlobOut )
{
HRESULT hr = S_OK;

DWORD dwShaderFlags = D3DCOMPILE_PREFER_FLOW_CONTROL | D3DCOMPILE_DEBUG | D3DCOMPILE_SKIP_OPTIMIZATION;

ID3DBlob* pErrorBlob = nullptr;
hr = D3DCompileFromFile( szFileName, nullptr, nullptr, szEntryPoint, szShaderModel,
dwShaderFlags, 0, ppBlobOut, &pErrorBlob );
if( FAILED(hr) )
{
if( pErrorBlob )
{
OutputDebugStringA( reinterpret_cast<const char*>( pErrorBlob->GetBufferPointer() ) );
pErrorBlob->Release();
}
return hr;
}
if( pErrorBlob ) pErrorBlob->Release();

return S_OK;
}


What I end up with in nSight when debugging the vertex shader of the triangle drawcall (Event 4) is this:
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION 0 xyzw 0 NONE float xyzw
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION 0 xyzw 0 POS float xyzw
//
0x00000000: vs_5_0
0x00000008: dcl_globalFlags refactoringAllowed | skipOptimization
0x0000000C: dcl_input v0.xyzw
0x00000018: dcl_output_siv o0.xyzw, position
0x00000028: mov o0.xyzw, v0.xyzw
0x0000003C: ret
// Approximately 2 instruction slots used


What I have tried thus far is:
uninstall nsight, delete Nsight in "\ProgramData\NVIDIA Corporation", reinstall nSight
delete Nsight folder in "\Users\xxx\AppData\Roaming\NVIDIA Corporation"

Any suggestions?

#34
Posted 10/19/2016 09:22 AM   
I have the same issue as MarcusB on very similar configuration. Just in my case its GTX780 and 375.63 driver. All my shaders are debugable but only in D3DASM eventhough I can see the HLSL source code in the capture data.bin. I also tried to reinstall NSIGHT and delete everything in the middle
I have the same issue as MarcusB on very similar configuration. Just in my case its GTX780 and 375.63 driver. All my shaders are debugable but only in D3DASM eventhough I can see the HLSL source code in the capture data.bin. I also tried to reinstall NSIGHT and delete everything in the middle

#35
Posted 10/26/2016 10:22 PM   
Hi, That's weird, I use the same sample as you, modify the code, launch with Nsight, I can see the shader file as expected. Can you take a try on the latest Nsight? Thanks An
Hi,

That's weird, I use the same sample as you, modify the code, launch with Nsight, I can see the shader file as expected.

Can you take a try on the latest Nsight?

Thanks
An

#36
Posted 12/23/2016 09:09 AM   
[quote=""]Hi, That's weird, I use the same sample as you, modify the code, launch with Nsight, I can see the shader file as expected. Can you take a try on the latest Nsight? Thanks An[/quote] Tried with Nsight 5.2.0.16321 And GeForce drivers 378.78 Still I only get to see ASM shaders.
said:Hi,

That's weird, I use the same sample as you, modify the code, launch with Nsight, I can see the shader file as expected.

Can you take a try on the latest Nsight?

Thanks
An


Tried with Nsight 5.2.0.16321
And GeForce drivers 378.78

Still I only get to see ASM shaders.

#37
Posted 03/13/2017 08:46 AM   
Scroll To Top

Add Reply