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Merge pull request #2137 from nschonni/typo-Analyer
typo: Analyer -> Analyzer
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docs/debugger/graphics/visual-studio-graphics-diagnostics.md

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@@ -18,7 +18,7 @@ Visual Studio*Graphics Diagnostics* is a set of tools for recording and then ana
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The Graphics Diagnostics workflow begins by capturing a record of how your app uses Direct3D—live, as it runs—so that its behavior can be analyzed immediately, shared, or saved for later. Capture sessions can be initiated and controlled manually from Visual Studio or with the command-line capture tool **dxcap.exe**. Capture sessions can also be initiated and controlled programmatically by using the Graphics Diagnostics capture APIs.
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After a capture session has been recorded its contents can be played back by Visual Studio *Graphics Analyzer* at any time, recreating the captured frames by using the exact same resources and rendering commands the app used. Then, using the tools provided in the Graphics Analyer window, any of the captured frames can be analyzed in detail. These tools can be used to examine any Direct3D API call, resource, pipeline state object, pipeline stage, or even the complete history of any pixel in a captured frame. By using these tools in concert, a rendering problem can be explored intuitively, starting from how it appears in a captured frame and drilling down to its root cause in the app's source code, shaders, or graphics assets.
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After a capture session has been recorded its contents can be played back by Visual Studio *Graphics Analyzer* at any time, recreating the captured frames by using the exact same resources and rendering commands the app used. Then, using the tools provided in the Graphics Analyzer window, any of the captured frames can be analyzed in detail. These tools can be used to examine any Direct3D API call, resource, pipeline state object, pipeline stage, or even the complete history of any pixel in a captured frame. By using these tools in concert, a rendering problem can be explored intuitively, starting from how it appears in a captured frame and drilling down to its root cause in the app's source code, shaders, or graphics assets.
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To diagnose performance problems, a captured frame can be analyzed by using the *Frame Analysis* tool. This tool explores potential performance optimizations by automatically changing the way the app uses Direct3D and benchmarking all the variations for you. In the past, you might have made and benchmarked these kinds of changes manually just to find out which ones made a difference. With Frame Analysis, you only need to make the changes you already know will pay off.
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docs/vs-2015/debugger/visual-studio-graphics-diagnostics.md

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The Graphics Diagnostics workflow begins by capturing a record of how your app uses Direct3D—live, as it runs—so that its behavior can be analyzed immediately, shared, or saved for later. Capture sessions can be initiated and controlled manually from Visual Studio or with the command-line capture tool **dxcap.exe**. Capture sessions can also be initiated and controlled programmatically by using the Graphics Diagnostics capture APIs.
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After a capture session has been recorded its contents can be played back by Visual Studio *Graphics Analyzer* at any time, recreating the captured frames by using the exact same resources and rendering commands the app used. Then, using the tools provided in the Graphics Analyer window, any of the captured frames can be analyzed in detail. These tools can be used to examine any Direct3D API call, resource, pipeline state object, pipeline stage, or even the complete history of any pixel in a captured frame. By using these tools in concert, a rendering problem can be explored intuitively, starting from how it appears in a captured frame and drilling down to its root cause in the app's source code, shaders, or graphics assets.
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After a capture session has been recorded its contents can be played back by Visual Studio *Graphics Analyzer* at any time, recreating the captured frames by using the exact same resources and rendering commands the app used. Then, using the tools provided in the Graphics Analyzer window, any of the captured frames can be analyzed in detail. These tools can be used to examine any Direct3D API call, resource, pipeline state object, pipeline stage, or even the complete history of any pixel in a captured frame. By using these tools in concert, a rendering problem can be explored intuitively, starting from how it appears in a captured frame and drilling down to its root cause in the app's source code, shaders, or graphics assets.
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To diagnose performance problems, a captured frame can be analyzed by using the *Frame Analysis* tool. This tool explores potential performance optimizations by automatically changing the way the app uses Direct3D and benchmarking all the variations for you. In the past, you might have made and benchmarked these kinds of changes manually just to find out which ones made a difference. With Frame Analysis, you only need to make the changes you already know will pay off.
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