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By Design
Votes
1
Found in
6000.0.51f1
6000.1.8f1
6000.2.0b6
6000.4.0a1
6000.5.0a1
Issue ID
UUM-109659
Regression
No
Compute and graphics queues are not run asynchronously when asynchronous compute shaders are enabled in DX12
How to reproduce:
1. Open the attached “IN-101628” project
2. Navigate to Edit → Project Settings → Graphics → Asynchronous Compute Shaders, and ensure that “Asynchronous Execution” is enabled
3. Select File → Build Profiles and ensure “Development Build” is enabled
4. Select “Build”
5. Once the project is done building, open PIX
6. Select “Launch Process” and set the “Executable Path” to the built project
7. Ensure “GPU Capture” is selected, and press “Launch”
8. Once the Player is launched, open the PIX window and select “Take Capture” in the top left corner
9. Close the Player
10. In the “Captures” tab in PIX, double click the capture
11. Start analysis and collect timing data by selecting “Click Here” in the “Timeline” tab
12. Observe the result in the “Timeline” tab
Expected result: The compute and graphics queues run asynchronously
Actual result: The compute and graphics queues do not run asynchronously, introducing unnecessary wait instructions
Reproducible with: 2023.3.0b1, 6000.0.51f1, 6000.1.8f1, 6000.2.0b6
Could not test with: 2022.1.0a1, 2022.3.63f1, 2023.3.0a1 (No asynchronous compute shader execution setting)
Reproducible on: Windows 11
Not reproducible on: No other environments tested
Note: PIX can be downloaded here:https://devblogs.microsoft.com/pix/download/
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Resolution Note:
PIX on Windows does not support async compute overlap when replaying a PIX capture. Please use other tools, e.g., NSight Graphics.
https://devblogs.microsoft.com/pix/gpu-captures/
> Note that PIX on Windows does not currently overlap GPU work on different queues while analyzing timing in GPU Captures.