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| Home > The Graphics Analyzer interface > Vulkan Frame Capture view | ||||
You can capture framebuffers for Vulkan applications using the Capture Frame button. For all calls to vkQueueSubmit within the captured frame, Graphics Analyzer captures each color, resolve, and depth/stencil framebuffer attachment that has been modified by each draw call inside each submitted command buffer.
See 3.6 Capturing framebuffer content for more information about capturing frames.
Framebuffer attachment images that were created with anything other than
the VK_SAMPLE_COUNT_1_BIT as the samples parameter are not captured. However, if the
multisampled image has a corresponding resolve attachment in the render pass, the
resolve attachment is captured after each draw call.
The
Overdraw,
Shadermap, and
Fragment Count capture modes are unsupported for Vulkan applications. These buttons
are disabled when tracing an application that contains only Vulkan function
calls.
Also, the
Capture All Framebuffer Attachments button is
disabled, because by default all framebuffer attachments are captured.
When a call to vkQueueSubmit has been selected, the tree of draw calls within the vkQueueSubmit is displayed in the Frame Capture view. Selecting any tree item shows information about that tree item.
If the currently selected call to vkQueueSubmit is within a captured frame, selecting a draw call
displays the contents of all captured framebuffer attachments after that draw call
was executed.
The
icon is displayed next to tree items when framebuffer attachment data has been
received. You can view captured framebuffer attachments when the host receives the
data. It is therefore not necessary to wait until the Capturing frame dialog completes to start examining the data.
In certain situations, you might want to view the framebuffer attachment with different alpha options. The following alpha modes are available:
The stencil component of combined depth/stencil attachments is visualized in the alpha channel of the displayed image.
High Dynamic Range (HDR) image formats such as VK_FORMAT_B10G11R11_UFLOAT_PACK32 are tone mapped for display in the
UI. First the minimum and maximum floating-point values in the entire image are
calculated for each channel. Then the values for each channel are scaled to 0-255
according to these calculated minimum and maximum values. The tone mapper ignores
channels that have a value of 0. These channels remain at 0 in the displayed image.