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Using PIX to profile your Windows games


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#1 Mike.Dailly

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Posted 24 March 2015 - 10:56 AM

https://www.yoyogames.com/tech_blog/108

 

 

For some time we've had requests to make some of the graphics pipeline more visible, so that developers can get things like the order of texture page usage, the size of vertex batches and even helping to debug shaders. The reason we've never bothered with these, is because theres already a tool that does this for you, and gives you more than we ever could - PIX.
 

Pix is a little temperamental to start up however, so I'll give a little walkthrough on using it with a GameMaker: Studio project. We'll use the Angry Cats Space demo for this so let's fire up Studio, select the Demos tab, open up the Intermediate folder, and select Angry_Cats_Space.


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#2 Lonewolff

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Posted 24 March 2015 - 11:38 AM

Very nice!

I have never used Pix, but I can allready see from your tech blog alone how valuable it could be.
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#3 icuurd12b42

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Posted 24 March 2015 - 02:44 PM

the ctrl+alt+f9 is superfluous. The default f12 works just fine

note to be sure to close the texture tab with the X on the right after viewing it, because once the texture is loaded in a tab double clicking the texture id in the list will not switch to that texture tab on the right which will be very confusing

Edited by icuurd12b42, 24 March 2015 - 02:45 PM.

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#4 Mike.Dailly

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Posted 24 March 2015 - 05:24 PM

I've always used this setup because it works. There are "odd" cases where the defaults just don't. The walk through is really to just get you in and starting to explore, as it seems most couldn't even get that far.

 

This way works - 100%, every time.


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#5 icuurd12b42

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Posted 24 March 2015 - 06:20 PM

you got me exploring but I scratched my head for a good while before I realised it was not showing me the right texture...Click the first set texture action, say it's texture 0x00000001, then the second set texture action later down the list, say texture 0x00000002 and a third which is texture 0x00000001 again, texture 0x00000002 will reload and make you believe it's the texture you just clicked.

I think it's worth to mention in the blog about it not showing the texture if it's was already loaded in a previous tab. I did not notice this until I started to analyse the second snapshot in that case it was showing me that last texture from the last set texture the first snapshot for every set texture...

Also it may be worth mentioning that the directx instal may fail but if the FIX appears in the start run command then it's fine

Edited by icuurd12b42, 24 March 2015 - 06:23 PM.

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#6 CloudBomb

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Posted 24 March 2015 - 06:26 PM

This is pretty awesome and useful. Thanks!


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#7 lordvtp

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Posted 25 March 2015 - 08:19 AM

It can't seem to handle MY game ;]  (throws error when you grab the data)


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#8 Lonewolff

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Posted 31 March 2015 - 04:39 AM

Just had a place with this today. Very nice tutorial :)

 

Why all the calls to D3DRS_FOG_START, and D3DRS_FOG_END ?

 

Also, with the use of SWF files, why is there a need for a texture draw? Wouldn't the diffuse colours be enough to represent the SWF?

 

Very interesting stuff :thumbsup:

 

[edit]

Actually it looks like there is no texture for SWF's, I misread what PIX was saying. The texture is a dynamic one for the surface being rendered, right?

 

They way you YYG guys do things, looks like you have certainly got things running pretty lean :thumbsup:


Edited by Lonewolff, 31 March 2015 - 05:16 AM.

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#9 icuurd12b42

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Posted 26 June 2015 - 07:37 AM


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