Open
Description
While taking capture, I was interested to seem the general timing of a few specific draw calls, the timing is always 0.0 us (batch Im interested to profile). Its not a display issue since I display floating point up to 5 digits.
Im profiling a fullscreen quad (only 4 vertex), but rasterize at 1280 x 720 so enough pixel so I should see a cost higher than 0.00000 us.
The pixel shader execute 108 instructions, so its not super simple to explain the timing issue. In the 108 instructions I execute 10 texture2D read and 1 cubemap read.
Would be also nice if we had more visibility of the actual bootleneck (VS fetch cost, VS shader, pixel shader, texture fetch, output merger cost, etc...)
Thanks
Sebastien