This tab displays shader code for all applicable pipeline stages associated with the selected set of ergs and enables you to change it. The displayed shaders correspond to the selected ergs. For example, if no ergs are selected, then no shaders are shown.
The Shader column provides the unique shader type ID: vertex shader (VS), hull shader (HS), domain shader (DS), geometry shader (GS), pixel shader (PS), or compute shader (CS). For example, PS:326 is a different pixel shader than PS:428.
Note that a unique shader type ID is generated by Intel GPA and does not directly relate to anything in your original code.
The GPU Time column provides the cumulative GPU time (in microseconds) across all selected ergs for a given shader.
To see ergs that use a specific shader, right-click on that shader and select “Select all Ergs that use this shader”. The ergs will be shown in the Scene Overview panel and in the Visualization panel.
For example, in the screenshot below, PS:697 is used by ergs 21, 23, 25, 27, 29, and 32. If you add up the shader times for PS:697, these 6 ergs take 77.6 microseconds in the GPU.
The % GPU column shows the percent of the total GPU time used by all selected ergs. For example, PS:697 takes 77.6 microseconds, which is 40.8% of the total GPU time for ergs 21, 23, 25, 27, 29, and 32.
The # Ergs column shows how many ergs use this shader. For example, PS:697 is used by 6 ergs. To see which ergs use this shader, right-click on that shader and select “Select all Ergs that use this shader“.
From the Code View drop-down list you can select which code to view – HLSL code, which is available only if the game supplies the high-level shading language at run time, or the Assembly code, which shows disassembled intermediate shader language. Assembly code is always available.
For the high-level shader view (if displayed), “include” paths are not currently viewable.
To view shader code, select a shader in the Shader column. The screenshot below illustrates pixel shader code.